What problem does it solve?
Building or editing Cocos Creator projects often requires repetitive, error-prone manual operations inside the editor, especially when creating scenes, nodes, components, and prefabs at scale.
Core Features & Use Cases
- Scene, node, and component automation: Create, query, modify transforms, and manage lifecycle operations across Cocos objects so an AI can assemble game structure quickly.
- Prefab workflows: Create prefabs from nodes, instantiate them, and apply or revert instance changes to keep reusable structures consistent.
- Asset and project management: Import assets, query dependencies, run or build the project, and use debug tooling to speed up iteration.
- Use Case: Generate a level layout by creating nodes and components, then convert repeated enemy layouts into prefabs and spawn multiple instances for testing.
Quick Start
Ask your MCP-enabled AI client to connect to the local server and open your desired scene, then create a new node named Player with a Sprite component and position it at x=0, y=0, z=0.