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Funplay Cocos MCP

Connects AI coding clients to a running Cocos Creator editor through an embedded HTTP MCP server.

Install Funplay Cocos MCP

Pick your client, then add it in one click or paste the config.

STDIONode.js
~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "funplay-cocos-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "@deepseek-ai/dsh"
      ]
    }
  }
}

Settings → Developer → Edit Config, merge this into mcpServers, then fully quit and reopen Claude Desktop.

Install not yet sandbox-tested— we haven't run this command through our automated sandbox yet. Not a red flag; we're working through the catalog.

Overview

Funplay Cocos MCP MCP server embeds an HTTP MCP endpoint in Cocos Creator 3.8+ so AI assistants can inspect and operate a running project. Its main tool, execute_javascript, runs code in either the active scene/runtime context or the editor/browser context. Install the extension in a project, open Funplay > MCP Server, and configure a client from the built-in panel. Reach for it when an AI assistant needs to create or modify Cocos scenes and UI through the editor rather than only edit project files.

Use cases

  • Create Cocos Creator UI through an AI assistant
  • Modify the active scene with JavaScript
  • Inspect editor-side project state
  • Validate generated UI with screenshots
  • Configure an MCP client from the Cocos editor

Key features

  • Embedded local HTTP MCP endpoint
  • JavaScript execution in scene and editor contexts
  • Cocos Creator 3.8+ extension
  • One-click MCP client configuration
  • Recent activity and execution-log inspection
  • Per-project or global extension installation

Security & health

What it can reach and how reliably it runs — from our own checks, not the maintainer’s claims.

ActiveLast checked 1d ago

Recent health check succeeded.

28/28 checks healthy over the last 91d

Supply-chain signal

No high-severity advisories surfaced by our automated scan.

Critical 0High 0Medium 0Low 0

Scanned 5d ago via OSV.dev · @deepseek-ai/dsh (npm)

Adoption & maintenance

Factual signals from GitHub, npm, and our automated checks — not a rating.

GitHub stars388Stargazers on the source repository.
Last commit11d agoMost recent push to the default branch.
Directory activity2 viewsConfig copies, upvotes, and views on AllMCPs.

How Funplay Cocos MCP works

What Funplay Cocos MCP does

Funplay Cocos MCP connects MCP-compatible AI clients to a live Cocos Creator project. It runs inside the editor as a Cocos Creator extension and exposes an HTTP MCP server for the active project. The extension is intended for editor use and supports Cocos Creator 3.8 and later.

The central workflow uses execute_javascript. An assistant can send JavaScript to the active scene/runtime context or to the Cocos editor/browser context. This supports operations such as building a UI hierarchy under an active Canvas, attaching Cocos components, inspecting the result, and capturing a screenshot for validation. The tool surface is designed to stay focused, with JavaScript execution providing the main flexible interface.

How it works

After the extension starts, the editor exposes a local HTTP endpoint. New projects receive a project-derived port in the 20000–29999 range, while saved configurations retain their configured port. The MCP Server panel displays the exact URL that clients should use.

If the selected port is occupied, the extension checks whether the listener belongs to the same Cocos project. It reuses a matching listener and selects another local port when the listener belongs to something else. A temporary fallback port can be pinned from the panel before client setup.

JavaScript calls can target two contexts:

  • scene: the active Cocos scene or runtime context
  • editor: the Cocos Creator editor or browser context

Script calls retain console output from the injected console, including messages emitted before a failure. Responses can include execution details such as context, duration, bounded logs, and omitted-entry counts. Recent Activity in the editor shows call summaries, results, and execution logs separately.

Setup and configuration

Install the extension from the Cocos Store, or place a cloned or released extension directory under a project's extensions/ directory. Restart Cocos Creator or reload extensions after a local installation.

The extension can also be installed for all projects using Funplay > MCP Settings. That option downloads the latest GitHub release, verifies its SHA256 checksums, and places it in the managed global extension directory for the selected Cocos Creator version. Global installations are separated by Creator version. A project-level copy is not removed, so duplicate-install warnings may appear until the project copy is removed or disabled.

Open Funplay > MCP Server to enable the endpoint and configure a client. The MCP Client Config section provides one-click setup and a preview of the selected configuration. The generated server name follows the cocos-<project>-<hash> pattern. Manual configuration is also possible with the URL shown in the panel; older examples using funplay_cocos or port 8765 may need to be replaced.

Tools and capabilities

  • Execute JavaScript in the active scene/runtime context.
  • Execute JavaScript in the Cocos editor/browser context.
  • Create or modify scene UI and attach Cocos components through editor-side scripting.
  • Inspect execution results and capture screenshots for validation workflows.
  • Review recent MCP activity, return values, execution logs, and bounded script output.
  • Configure MCP clients from the Cocos Creator editor.

Limitations and notes

The extension runs in the Cocos Creator editor rather than as a standalone game-runtime service. MCP tool identifiers and schemas remain in English, while the editor panels and supporting text can follow Cocos Creator's language or use a project-specific Chinese/English setting. Script output is bounded and may be redacted or omitted for large results; separately required modules and global or project logs are not collected by per-call script capture. The project also includes a setting to silence MCP console messages without removing Recent Activity or internal diagnostics.

Reviews

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Frequently Asked Questions about Funplay Cocos MCP

Funplay Cocos MCP is an MCP server that connects AI assistants to a running Cocos Creator editor and project. Its main tool, execute_javascript, runs JavaScript in either the active scene/runtime context or the editor/browser context, enabling assistants to create, modify, inspect, and validate project content.

Install it as a Cocos Creator extension from the Cocos Store or place its repository or release folder in the project's extensions directory. Restart or reload extensions, then open Funplay > MCP Server. Funplay > MCP Settings also provides an option to install the extension for all projects.

Use the MCP Client Config section in Funplay > MCP Server and select Cursor, then choose One-Click Configure. For manual setup, add an MCP server entry using the exact HTTP URL displayed by the panel rather than relying on an older example port.

execute_javascript runs JavaScript in the selected Cocos context. Use the scene context for the active scene or runtime and the editor context for the Cocos Creator editor or browser. It can support UI construction, component attachment, inspection, and related validation workflows.

Yes. Claude Desktop can connect using an HTTP MCP server entry with the URL shown in the Funplay > MCP Server panel. The extension also provides one-click client configuration, so the generated project-specific server name and port can be used instead of legacy configuration examples.

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