
Funplay Cocos MCP
Let your agent drive the Cocos Creator Editor through MCP instead of you clicking every scene, asset, and build step by hand.
Overview
Funplay Cocos MCP is a MCP server for the Build phase that bridges your agent to the local Cocos Creator Editor MCP HTTP API over stdio.
What is this MCP server?
- stdio npm bridge (funplay-cocos-mcp v0.3.3) to FunplayAI’s local Cocos Creator Editor MCP HTTP service
- Configurable FUNPLAY_COCOS_MCP_URL defaulting to http://127.0.0.1:8765/
- FUNPLAY_COCOS_MCP_TIMEOUT_SECONDS default 120 seconds per HTTP request
- Requires Cocos Creator with the companion editor MCP server running locally
- Agent-first game workflow—MCP tools, not a standalone game template repo
- Package version 0.3.3
- Default editor URL http://127.0.0.1:8765/
- Default request timeout 120 seconds
Community signal: 33 GitHub stars.
What problem does it solve?
Game edits in Cocos Creator still mean constant manual editor clicks that your coding agent cannot reach without a local MCP bridge.
Who is it for?
Solo builders using Cocos Creator who want Claude Code or Cursor to orchestrate editor tasks via FunplayAI’s local MCP server.
Skip if: Godot or Unity shops, or anyone not running the Funplay Cocos Editor MCP service locally.
What do I get? / Deliverables
After install, your agent can call editor-backed MCP tools against a running Cocos Creator MCP endpoint on your machine.
- Working stdio MCP entry pointing at the Cocos editor HTTP endpoint
- Agent-callable tools proxying Funplay Cocos editor operations
- Repeatable agent-driven edits inside an open Creator project
Recommended MCP Servers
Journey fit
Canonical shelf is Build because the server exists to automate and inspect work inside an active Cocos Creator project. Agent-tooling fits a stdio bridge that exposes editor operations as MCP tools for coding agents during implementation.
How it compares
Local game-editor MCP bridge, not a cloud build farm or generic Unity skill.
Common Questions / FAQ
Who is Funplay Cocos MCP for?
Indie developers on Cocos Creator who already use AI agents and want MCP access to the Funplay editor server.
When should I use Funplay Cocos MCP?
During Build when you are iterating scenes and assets and want the agent to invoke editor operations through MCP instead of manual steps.
How do I add Funplay Cocos MCP to my agent?
Start the local Cocos MCP HTTP service, npm-install funplay-cocos-mcp, set FUNPLAY_COCOS_MCP_URL if needed, and add the stdio server to your MCP client config.