MCP Bridge for Cocos Creator

A Cocos Creator 2.4.x plugin with a local server so an agent edits scenes, prefabs and assets and builds the project over MCP

  • 236 ★ on the repository
  • Last commit
MCP server

Broad access

Why this level

  • The agent creates, changes and deletes nodes, scripts, prefabs and project assets and runs menu items and builds
  • The editor's local HTTP server accepts commands, so the 127.0.0.1 port should stay closed to other programs
  • Deleting and moving assets changes project files, so commit to Git before a bulk edit
All reasons and checks

firekula/mcp-bridge

Install

Manual install

{
  "mcpServers": {
    "mcp-bridge": {
      "command": "node",
      "args": ["[путь установки плагина]/dist/mcp-proxy.js"]
    }
  }
}

Substitute the absolute path to dist/mcp-proxy.js. The plugin panel can write this config itself for Claude Desktop, Cline, Roo Code and Trae.

Access and checks

How we review

Broad accessThe tool can change data, run commands or handle secrets.

  • The agent creates, changes and deletes nodes, scripts, prefabs and project assets and runs menu items and builds
  • The editor's local HTTP server accepts commands, so the 127.0.0.1 port should stay closed to other programs
  • Deleting and moving assets changes project files, so commit to Git before a bulk edit

This is third-party code. Review the repository files before installing.

What it does

MCP Bridge installs into the `packages` folder of a Cocos Creator 2.4.x project and starts a local HTTP server inside the editor (port 8200 by default, the next free port if it is taken). It binds to `127.0.0.1`. An MCP client connects to it through a small stdio proxy, `dist/mcp-proxy.js`. The agent gets more than thirty tools for working with the editor. The tools cover scene nodes (read, create, modify), components (add, remove, read), scripts (create, read, write, syntax check), assets (create, move, delete, info), materials, textures and particles. An offline mode for editing prefabs (`.prefab`) and scenes (`.fire`) is described separately: it creates assets from scratch, deep-clones with reference recalculation and reorders rendering. There are batch execution, global search, reference lookup for a node or asset, console reading, undo and redo, running menu items and building the project through `Editor.Builder`. Stability comes from a command queue (up to 100 items, a 429 answer beyond that), IPC timeouts and a guard on component properties against edits that crash the editor. Parameters such as `operation` instead of `action` are accepted as aliases to smooth over model mistakes. Until a project is picked with `set_active_instance`, only two basic tools are available. The settings panel can write the configuration for Claude Desktop, Cline, Roo Code and Trae.

Who it is for. Game developers on Cocos Creator 2.4 who want an agent to handle editor routine: placing nodes, editing prefabs and building.

Good fit when

  • You must change many scene nodes and components and manual work in the editor takes hours
  • A prefab or `.fire` scene needs an offline edit: relink references, reorder rendering, clone a hierarchy
  • The agent is asked to create a component script, check its syntax and read the editor console
  • Before an edit you want to know what refers to a given node or asset, including texture sub-assets
  • The project build runs from chat and the editor should not crash on an error: a guard is built in

Not a fit when

  • Your project is on Cocos Creator 3.x: the plugin targets 2.4.x and uses that editor version's API
  • You need an MCP for Unity or Unreal: the plugin works only inside the Cocos Creator editor
  • You work without the server running: start it first from the extension panel
  • You need English documentation: the main description and notes are written in Chinese

Example request

Through mcp-bridge create a Player node in the scene with a sprite and a movement script, check the script syntax and show editor console errors

MCP

Transport
stdio
Authentication
not required

Limitations

  • Only Cocos Creator 2.4.x is supported: the plugin uses specific editor APIs and may not work on newer or older versions.
  • A build is required: after copying into `packages` run `npm install` and `npm run build` (esbuild targeting es2018 for Electron 9.x), then start the server from the editor menu.
  • The license is not clearly defined (GitHub shows NOASSERTION), so ask the author about terms of use.
  • Documentation is in Chinese. The last commit dates from July 2026.

How to disable. Stop the server in the extension panel and delete the mcp-bridge folder from the project's packages. Remove the mcp-bridge entry from the client's mcpServers too.

FAQ

How do I connect Claude to Cocos Creator through MCP Bridge?

Start the server in the extension panel, then in the MCP configuration tab choose the client and click the one-click setup button. To do it by hand add an `mcpServers` entry with command `node` and the path to `dist/mcp-proxy.js`.

Which Cocos Creator versions are supported?

Only 2.4.x. The plugin uses that editor version's API and may not work on others.

What does offline prefab editing do?

It changes `.prefab` and `.fire` files without opening the asset in the editor: creates a skeleton from scratch, deep-clones with reference recalculation, reorders rendering and binds nested arrays.

What happens when the command queue gets too long?

The queue holds up to 100 commands and runs them one at a time. Extra requests get an HTTP 429 answer, so the editor does not freeze.

What are the six Claude Code skills in the repository for?

They are the development workflow for the plugin itself: `/mcp-define`, `/mcp-architect`, `/mcp-execute`, `/mcp-verify` plus `/mcp-rules` and `/mcp-refactor`. Ordinary editor work does not need them.

Discussion

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Comparison with similar tools

Cards that share the main search query, and how they differ.

ToolOfficialAuthenticationRepository starsMain difference
MCP Bridge for Cocos Creator (this card)nonot required236
Funplay MCP for Cocosnonot required394an extension with a built-in MCP server for UI and scenes, while here it targets Cocos Creator 2.4.x with offline prefab editing
Cocos Creator MCP Servernonot required1,486an editor-extension MCP server for scenes and assets, while MCP Bridge targets 2.4.x and adds a command queue and a property guard

README in short

The page lists the plugin's features (server, node, asset, component and script operations, offline prefab editing, command queue, property guard) and six Claude Code skills for developing the plugin itself. Then come the editor version, installation by copying into `packages`, the build, the start on port 8200, connecting clients automatically or by hand and the project directory layout.

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