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shiliyu1991-lang/cocos-mcp-2x

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本页由 AI 翻译,技术细节请以原文为准。 查看原文

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Cocos Creator 2.4.x 的 MCP 桥接器——通过捆绑的 Python FastMCP 服务器将 MCP 客户端(Claude/光标)连接到编辑器。cocos-mcp-3x 的移植版本。

概览

一个编辑器扩展,将LLM(Claude桌面/光标或任何MCP客户端)连接到编辑器,让模型检查并驱动你的游戏项目:读写节点、处理资源和场景、读取控制台以及执行脚本。 这是 cocos-mcp-3x(Creator 3.8.x 版本)的 2.4.x 移植版本:,仅在扩展端调用的 2.4 编辑器 API 上有所不同。插件是——Python MCP 服务器捆绑在 ./server 上——扩展为 。 基于Cocos Creator 2.4.15开发和验证;面向整个2.4.x系列(包括2.4.9)。 - Python 端是 WebSocket;Cocos 扩展是 ,通过面板上的 Connect 按钮拨入。- 每个工具调用都会向扩展(main.js)发送一个 JSON 信封,扩展按命令名调度:资产操作使用 Editor.assetdb;节点/场景图操作会转发到场景脚本场景。

概述(AI 翻译)

英语 ·中文

一个编辑器扩展,将LLM(Claude桌面/光标或任何MCP客户端)连接到 Cocos Creator 2.4.x编辑器,让模型检查并驱动你的游戏项目:读写 节点,操作资源和场景,读取控制台,执行脚本。

这是cocos-mcp-3x(Creator 3.8.x版本)的2.4.x移植版:相同 Python MCP 服务器和 WebSocket 协议,仅在 2.4 编辑器 API 和扩展端有所不同 调用。该插件是自包含的——Python MCP服务器捆绑在./server——并且 扩展没有NPM依赖,也没有构建步骤。

基于 Cocos Creator 2.4.15 开发并验证;面向整个 2.4.x 系列(包括 2.4.9)。

它是如何运作的

  • Python 端是 WebSocket server;Cocos 扩展是客户端并拨号入 通过面板上的连接按钮。
  • 每个工具调用都会向扩展(main.js)发送一个JSON信封,扩展通过命令进行调度 名称:资产操作使用 Editor.assetdb;节点/场景图操作被转发到 场景脚本 scene.js(通过场景中的 cc 引擎变异活图

本页由 AI 翻译,技术细节请以原文为准。

README

以下为原文 README 节选,完整内容请查看原文。

cocos-mcp-2x

English · 中文

An editor extension that connects an LLM (Claude Desktop / Cursor or any MCP client) to the Cocos Creator 2.4.x editor, letting the model inspect and drive your game project: read/write nodes, operate on assets and scenes, read the console, and execute scripts.

This is the 2.4.x port of cocos-mcp-3x (the Creator 3.8.x version): the same Python MCP server and WebSocket protocol, differing only in the 2.4 editor APIs the extension side calls. The plugin is self-contained — the Python MCP server is bundled at ./server — and the extension has no npm dependencies and no build step.

Developed and verified against Cocos Creator 2.4.15; targets the whole 2.4.x line (incl. 2.4.9).

How it works

MCP client (Claude / Cursor)
        │  stdio / http
        ▼
Python FastMCP server  ── server/src/main.py
        │  WebSocket bridge  127.0.0.1:6020/cocosmcp
        ▼
Cocos Creator extension ── main.js (connects in as the WS client)
        │
        ├─ Editor.assetdb / Editor.Ipc         assets, scene open/save
        └─ Editor.Scene.callSceneScript ──► scene.js (scene process, holds the cc engine runtime)
  • The Python side is the WebSocket server; the Cocos extension is the client and dials in via the Connect button on the panel.
  • Each tool call sends a JSON envelope to the extension (main.js), which dispatches by command name: asset operations use Editor.assetdb; node/scene-graph operations are forwarded to the scene script scene.js (which mutates the live graph through the cc engine in the scene process), then replies {id, success, data|error}.

Differences from the 3.x version

Concern cocos-mcp-3x (3.8.x) cocos-mcp-2x (2.4.x)
Asset API Editor.Message.request('asset-db', …) (Promise) Editor.assetdb.* (callbacks)
Scene-graph ops Editor.Message.request('scene', …) Editor.Scene.callSceneScript() → scene.js
Console capture hook console.* hook the Editor.log/warn/error family
Extension entry exports.methods (3.x) module.exports = { load, unload, messages } (2.4)
Scene files .scene .fire

Tools provided

Tool Purpose
get_project_info Project path, assets root, editor version, scene list, available bridge commands
manage_scene List / open / save / current scene (Cocos 2.x .fire)
manage_node Inspect or modify nodes in the current scene (mostly by uuid)
manage_asset Inspect and manipulate assets under assets/ via the asset-db
read_console Read / clear the log buffer (500-entry ring) — includes both editor logs and the running game’s own logs from the browser preview
execute_script Execute arbitrary JS in the editor main context (Editor.*) or scene context (cc)
在 GitHub 查看完整 README

安装

This server does not publish a one-line install command.

Open the repository installation guide 新手?先看 mcpskill.org 教程 →