Control Cocos Creator with AI for scene, asset, project, and debugging tasks.
This MCP tool does not declare any required secrets or remote endpoints, and its source is auditable, with no clear high-risk red flags identified. However, it is designed to control a local Cocos Creator editor and perform project/debugging operations, so it should still be treated as a privileged local development tool and used with caution.
The material explicitly states that no keys or environment variables are required, and no API keys, account tokens, or other sensitive credentials are mentioned. Based on the provided material, credential exposure risk appears low.
The material states that there are no remote endpoint hosts, and the description does not claim any need to connect to external services. Based on the available information, there is no factual indication of user data being exfiltrated to third-party endpoints.
The system flags this tool as executes-code, and the description says it can control the Cocos Creator editor through 50 tools covering project and debugging operations. This implies the ability to trigger local editor actions and development-related operations on the host, which is a typical privileged local capability for MCP tools and warrants caution.
The description indicates operations on scenes, nodes, components, prefabs, assets, projects, and debugging, so it is reasonable to infer read/write access to the current Cocos project and editor-related resources. The material does not show system-level overreach beyond its stated purpose, but there is an inherent risk of modifying local project data.
Positive factors include being open-source under the MIT License, making the source auditable in principle. However, it comes from a third-party registry, has 0 stars, unknown maintenance status, and no README provided, so trust and maintenance signals are limited; this fits caution rather than high risk.
Copy the install command and let the AI configure it · recommended for beginners
No copy-paste install info for "cocos-mcp-server" yet — see the docs or source repo.
Using cocos-mcp-server, create a 2D main menu scene in the current Cocos Creator project: add a background node, start button, settings button, and title text, then organize and name the node hierarchy clearly.
A well-structured main menu scene is created with nodes added, named, and organized in hierarchy.
Scan all nodes in the currently open scene, find UI nodes missing key Sprite, Label, or Button components, list the issues, and try to auto-complete any inferable component setup.
A list of node/component issues is returned, with auto-fix results for items that can be repaired.
Use cocos-mcp-server to inspect the project assets, identify unused prefabs and duplicate-named resources, output organization suggestions by type, and move safely relocatable UI prefabs into the prefabs/ui folder.
An asset organization report is produced, and eligible prefabs are archived into the target folder.
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