29 KiB
Cocos Creator MCP Server Feature Guide
Overview
The Cocos Creator MCP Server is a comprehensive Model Context Protocol (MCP) server plugin designed for Cocos Creator 3.8+, enabling AI assistants to interact with the Cocos Creator editor through standardized protocols.
This document provides detailed information about all available MCP tools and their usage.
Tool Categories
The MCP server provides 158 tools organized into 13 main categories by functionality:
- Scene Tools
- Node Tools
- Component Management Tools
- Prefab Tools
- Project Control Tools
- Debug Tools
- Preferences Tools
- Server Tools
- Broadcast Tools
- Asset Advanced Tools
- Reference Image Tools
- Scene Advanced Tools
- Scene View Tools
1. Scene Tools
1.1 scene_get_current_scene
Get current scene information
Parameters: None
Returns: Current scene name, UUID, type, active status, and node count
Example:
{
"tool": "scene_get_current_scene",
"arguments": {}
}
1.2 scene_get_scene_list
Get all scenes in the project
Parameters: None
Returns: List of all scenes in the project, including names, paths, and UUIDs
Example:
{
"tool": "scene_get_scene_list",
"arguments": {}
}
1.3 scene_open_scene
Open a scene by path
Parameters:
scenePath(string, required): Scene file path
Example:
{
"tool": "scene_open_scene",
"arguments": {
"scenePath": "db://assets/scenes/GameScene.scene"
}
}
1.4 scene_save_scene
Save current scene
Parameters: None
Example:
{
"tool": "scene_save_scene",
"arguments": {}
}
1.5 scene_create_scene
Create a new scene asset
Parameters:
sceneName(string, required): Name of the new scenesavePath(string, required): Path to save the scene
Example:
{
"tool": "scene_create_scene",
"arguments": {
"sceneName": "NewLevel",
"savePath": "db://assets/scenes/NewLevel.scene"
}
}
1.6 scene_save_scene_as
Save scene as a new file
Parameters:
path(string, required): Path to save the scene
Example:
{
"tool": "scene_save_scene_as",
"arguments": {
"path": "db://assets/scenes/GameScene_Copy.scene"
}
}
1.7 scene_close_scene
Close current scene
Parameters: None
Example:
{
"tool": "scene_close_scene",
"arguments": {}
}
1.8 scene_get_scene_hierarchy
Get the complete hierarchy of current scene
Parameters:
includeComponents(boolean, optional): Whether to include component information, defaults to false
Example:
{
"tool": "scene_get_scene_hierarchy",
"arguments": {
"includeComponents": true
}
}
2. Node Tools
2.1 node_create_node
Create a new node in the scene
Parameters:
name(string, required): Node nameparentUuid(string, strongly recommended): Parent node UUID. Important: It is strongly recommended to always provide this parameter. Useget_current_sceneorget_all_nodesto find parent node UUIDs. If not provided, the node will be created at the scene root.nodeType(string, optional): Node type, options:Node,2DNode,3DNode, defaults toNodesiblingIndex(number, optional): Sibling index, -1 means append at end, defaults to -1
Important Note: To ensure the node is created at the expected location, always provide the parentUuid parameter. You can obtain parent node UUIDs by:
- Using
scene_get_current_sceneto get the scene root node UUID - Using
node_get_all_nodesto view all nodes and their UUIDs - Using
node_find_node_by_nameto find specific node UUIDs
Example:
{
"tool": "node_create_node",
"arguments": {
"name": "PlayerNode",
"nodeType": "2DNode",
"parentUuid": "parent-uuid-here"
}
}
2.2 node_get_node_info
Get node information by UUID
Parameters:
uuid(string, required): Node UUID
Example:
{
"tool": "node_get_node_info",
"arguments": {
"uuid": "node-uuid-here"
}
}
2.3 node_find_nodes
Find nodes by name pattern
Parameters:
pattern(string, required): Name pattern to searchexactMatch(boolean, optional): Whether to match exactly, defaults to false
Example:
{
"tool": "node_find_nodes",
"arguments": {
"pattern": "Enemy",
"exactMatch": false
}
}
2.4 node_find_node_by_name
Find the first node by exact name
Parameters:
name(string, required): Node name to find
Example:
{
"tool": "node_find_node_by_name",
"arguments": {
"name": "Player"
}
}
2.5 node_get_all_nodes
Get all nodes in the scene with their UUIDs
Parameters: None
Example:
{
"tool": "node_get_all_nodes",
"arguments": {}
}
2.6 node_set_node_property
Set node property value
Parameters:
uuid(string, required): Node UUIDproperty(string, required): Property name (e.g., position, rotation, scale, active)value(any, required): Property value
Example:
{
"tool": "node_set_node_property",
"arguments": {
"uuid": "node-uuid-here",
"property": "position",
"value": {"x": 100, "y": 200, "z": 0}
}
}
2.7 node_delete_node
Delete a node from the scene
Parameters:
uuid(string, required): UUID of the node to delete
Example:
{
"tool": "node_delete_node",
"arguments": {
"uuid": "node-uuid-here"
}
}
2.8 node_move_node
Move a node to a new parent
Parameters:
nodeUuid(string, required): UUID of the node to movenewParentUuid(string, required): New parent node UUIDsiblingIndex(number, optional): Sibling index in the new parent, defaults to -1
Example:
{
"tool": "node_move_node",
"arguments": {
"nodeUuid": "node-uuid-here",
"newParentUuid": "parent-uuid-here",
"siblingIndex": 0
}
}
2.9 node_duplicate_node
Duplicate a node
Parameters:
uuid(string, required): UUID of the node to duplicateincludeChildren(boolean, optional): Whether to include child nodes, defaults to true
Example:
{
"tool": "node_duplicate_node",
"arguments": {
"uuid": "node-uuid-here",
"includeChildren": true
}
}
3. Component Management Tools
3.1 component_add_component
Add a component to a specific node
Parameters:
nodeUuid(string, required): Target node UUID. Important: You must specify the exact node to add the component to. Useget_all_nodesorfind_node_by_nameto get the UUID of the desired node.componentType(string, required): Component type (e.g., cc.Sprite, cc.Label, cc.Button)
Important Note: Before adding a component, ensure:
- First use
node_get_all_nodesornode_find_node_by_nameto find the target node's UUID - Verify the node exists and the UUID is correct
- Choose the appropriate component type
Example:
{
"tool": "component_add_component",
"arguments": {
"nodeUuid": "node-uuid-here",
"componentType": "cc.Sprite"
}
}
3.2 component_remove_component
Remove a component from a node
Parameters:
nodeUuid(string, required): Node UUIDcomponentType(string, required): Component type to remove
Example:
{
"tool": "component_remove_component",
"arguments": {
"nodeUuid": "node-uuid-here",
"componentType": "cc.Sprite"
}
}
3.3 component_get_components
Get all components of a node
Parameters:
nodeUuid(string, required): Node UUID
Example:
{
"tool": "component_get_components",
"arguments": {
"nodeUuid": "node-uuid-here"
}
}
3.4 component_get_component_info
Get specific component information
Parameters:
nodeUuid(string, required): Node UUIDcomponentType(string, required): Component type to get info for
Example:
{
"tool": "component_get_component_info",
"arguments": {
"nodeUuid": "node-uuid-here",
"componentType": "cc.Sprite"
}
}
3.5 component_set_component_property
Set component property value
Parameters:
nodeUuid(string, required): Node UUIDcomponentType(string, required): Component typeproperty(string, required): Property namevalue(any, required): Property value
Example:
{
"tool": "component_set_component_property",
"arguments": {
"nodeUuid": "node-uuid-here",
"componentType": "cc.Sprite",
"property": "spriteFrame",
"value": "sprite-frame-uuid"
}
}
3.6 component_attach_script
Attach a script component to a node
Parameters:
nodeUuid(string, required): Node UUIDscriptPath(string, required): Script asset path
Example:
{
"tool": "component_attach_script",
"arguments": {
"nodeUuid": "node-uuid-here",
"scriptPath": "db://assets/scripts/PlayerController.ts"
}
}
3.7 component_get_available_components
Get list of available component types
Parameters:
category(string, optional): Component category filter, options:all,renderer,ui,physics,animation,audio, defaults toall
Example:
{
"tool": "component_get_available_components",
"arguments": {
"category": "ui"
}
}
4. Prefab Tools
⚠️ Known Issue: When using standard Cocos Creator API for prefab instantiation, complex prefabs with child nodes may not be properly restored. While prefab creation functionality can correctly save all child node information, the instantiation process through create-node with assetUuid has limitations that may result in missing child nodes in the instantiated prefab.
4.1 prefab_get_prefab_list
Get all prefabs in the project
Parameters:
folder(string, optional): Search folder path, defaults todb://assets
Example:
{
"tool": "prefab_get_prefab_list",
"arguments": {
"folder": "db://assets/prefabs"
}
}
4.2 prefab_load_prefab
Load a prefab by path
Parameters:
prefabPath(string, required): Prefab asset path
Example:
{
"tool": "prefab_load_prefab",
"arguments": {
"prefabPath": "db://assets/prefabs/Enemy.prefab"
}
}
4.3 prefab_instantiate_prefab
Instantiate a prefab in the scene
Parameters:
prefabPath(string, required): Prefab asset pathparentUuid(string, optional): Parent node UUIDposition(object, optional): Initial position with x, y, z properties
Example:
{
"tool": "prefab_instantiate_prefab",
"arguments": {
"prefabPath": "db://assets/prefabs/Enemy.prefab",
"parentUuid": "parent-uuid-here",
"position": {"x": 100, "y": 200, "z": 0}
}
}
⚠️ Functionality Limitation: Complex prefabs with child nodes may not instantiate correctly. Due to Cocos Creator API limitations in the standard create-node method using assetUuid, only the root node may be created, and child nodes may be lost. This is a known issue with the current implementation.
4.4 prefab_create_prefab
Create a prefab from a node
Parameters:
nodeUuid(string, required): Source node UUIDsavePath(string, required): Path to save the prefabprefabName(string, required): Prefab name
Example:
{
"tool": "prefab_create_prefab",
"arguments": {
"nodeUuid": "node-uuid-here",
"savePath": "db://assets/prefabs/",
"prefabName": "MyPrefab"
}
}
4.5 prefab_create_prefab_from_node
Create a prefab from a node (alias for create_prefab)
Parameters:
nodeUuid(string, required): Source node UUIDprefabPath(string, required): Path to save the prefab
Example:
{
"tool": "prefab_create_prefab_from_node",
"arguments": {
"nodeUuid": "node-uuid-here",
"prefabPath": "db://assets/prefabs/MyPrefab.prefab"
}
}
4.6 prefab_update_prefab
Update an existing prefab
Parameters:
prefabPath(string, required): Prefab asset pathnodeUuid(string, required): Node UUID containing changes
Example:
{
"tool": "prefab_update_prefab",
"arguments": {
"prefabPath": "db://assets/prefabs/Enemy.prefab",
"nodeUuid": "node-uuid-here"
}
}
4.7 prefab_revert_prefab
Revert a prefab instance to its original state
Parameters:
nodeUuid(string, required): Prefab instance node UUID
Example:
{
"tool": "prefab_revert_prefab",
"arguments": {
"nodeUuid": "prefab-instance-uuid-here"
}
}
4.8 prefab_get_prefab_info
Get detailed prefab information
Parameters:
prefabPath(string, required): Prefab asset path
Example:
{
"tool": "prefab_get_prefab_info",
"arguments": {
"prefabPath": "db://assets/prefabs/Enemy.prefab"
}
}
5. Project Control Tools
5.1 project_run_project
Run the project in preview mode
Parameters:
platform(string, optional): Target platform, options:browser,simulator,preview, defaults tobrowser
Example:
{
"tool": "project_run_project",
"arguments": {
"platform": "browser"
}
}
5.2 project_build_project
Build the project
Parameters:
platform(string, required): Build platform, options:web-mobile,web-desktop,ios,android,windows,macdebug(boolean, optional): Whether to build in debug mode, defaults to true
Example:
{
"tool": "project_build_project",
"arguments": {
"platform": "web-mobile",
"debug": false
}
}
5.3 project_get_project_info
Get project information
Parameters: None
Example:
{
"tool": "project_get_project_info",
"arguments": {}
}
5.4 project_get_project_settings
Get project settings
Parameters:
category(string, optional): Settings category, options:general,physics,render,assets, defaults togeneral
Example:
{
"tool": "project_get_project_settings",
"arguments": {
"category": "physics"
}
}
5.5 project_refresh_assets
Refresh the asset database
Parameters:
folder(string, optional): Specific folder to refresh
Example:
{
"tool": "project_refresh_assets",
"arguments": {
"folder": "db://assets/textures"
}
}
5.6 project_import_asset
Import an asset file
Parameters:
sourcePath(string, required): Source file pathtargetFolder(string, required): Target folder in assets
Example:
{
"tool": "project_import_asset",
"arguments": {
"sourcePath": "/path/to/image.png",
"targetFolder": "db://assets/textures"
}
}
5.7 project_get_asset_info
Get asset information
Parameters:
assetPath(string, required): Asset path
Example:
{
"tool": "project_get_asset_info",
"arguments": {
"assetPath": "db://assets/textures/player.png"
}
}
5.8 project_get_assets
Get assets by type
Parameters:
type(string, optional): Asset type filter, options:all,scene,prefab,script,texture,material,mesh,audio,animation, defaults toallfolder(string, optional): Search folder, defaults todb://assets
Example:
{
"tool": "project_get_assets",
"arguments": {
"type": "texture",
"folder": "db://assets/textures"
}
}
5.9 project_get_build_settings
Get build settings
Parameters: None
Example:
{
"tool": "project_get_build_settings",
"arguments": {}
}
5.10 project_open_build_panel
Open the build panel in the editor
Parameters: None
Example:
{
"tool": "project_open_build_panel",
"arguments": {}
}
5.11 project_check_builder_status
Check if the builder worker process is ready
Parameters: None
Example:
{
"tool": "project_check_builder_status",
"arguments": {}
}
5.12 project_start_preview_server
Start the preview server
Parameters:
port(number, optional): Preview server port, defaults to 7456
Example:
{
"tool": "project_start_preview_server",
"arguments": {
"port": 8080
}
}
5.13 project_stop_preview_server
Stop the preview server
Parameters: None
Example:
{
"tool": "project_stop_preview_server",
"arguments": {}
}
5.14 project_create_asset
Create a new asset file or folder
Parameters:
url(string, required): Asset URLcontent(string, optional): File content, null means create folderoverwrite(boolean, optional): Whether to overwrite existing file, defaults to false
Example:
{
"tool": "project_create_asset",
"arguments": {
"url": "db://assets/scripts/NewScript.ts",
"content": "// New TypeScript script\n",
"overwrite": false
}
}
5.15 project_copy_asset
Copy an asset to another location
Parameters:
source(string, required): Source asset URLtarget(string, required): Target location URLoverwrite(boolean, optional): Whether to overwrite existing file, defaults to false
Example:
{
"tool": "project_copy_asset",
"arguments": {
"source": "db://assets/textures/player.png",
"target": "db://assets/textures/backup/player.png",
"overwrite": false
}
}
5.16 project_move_asset
Move an asset to another location
Parameters:
source(string, required): Source asset URLtarget(string, required): Target location URLoverwrite(boolean, optional): Whether to overwrite existing file, defaults to false
Example:
{
"tool": "project_move_asset",
"arguments": {
"source": "db://assets/textures/old_player.png",
"target": "db://assets/textures/player.png",
"overwrite": true
}
}
5.17 project_delete_asset
Delete an asset
Parameters:
url(string, required): Asset URL to delete
Example:
{
"tool": "project_delete_asset",
"arguments": {
"url": "db://assets/textures/unused.png"
}
}
5.18 project_save_asset
Save asset content
Parameters:
url(string, required): Asset URLcontent(string, required): Asset content
Example:
{
"tool": "project_save_asset",
"arguments": {
"url": "db://assets/scripts/GameManager.ts",
"content": "// Updated script content\n"
}
}
5.19 project_reimport_asset
Reimport an asset
Parameters:
url(string, required): Asset URL to reimport
Example:
{
"tool": "project_reimport_asset",
"arguments": {
"url": "db://assets/textures/player.png"
}
}
5.20 project_query_asset_path
Get asset disk path
Parameters:
url(string, required): Asset URL
Example:
{
"tool": "project_query_asset_path",
"arguments": {
"url": "db://assets/textures/player.png"
}
}
5.21 project_query_asset_uuid
Get asset UUID from URL
Parameters:
url(string, required): Asset URL
Example:
{
"tool": "project_query_asset_uuid",
"arguments": {
"url": "db://assets/textures/player.png"
}
}
5.22 project_query_asset_url
Get asset URL from UUID
Parameters:
uuid(string, required): Asset UUID
Example:
{
"tool": "project_query_asset_url",
"arguments": {
"uuid": "asset-uuid-here"
}
}
6. Debug Tools
6.1 debug_get_console_logs
Get editor console logs
Parameters:
limit(number, optional): Number of latest logs to retrieve, defaults to 100filter(string, optional): Filter logs by type, options:all,log,warn,error,info, defaults toall
Example:
{
"tool": "debug_get_console_logs",
"arguments": {
"limit": 50,
"filter": "error"
}
}
6.2 debug_clear_console
Clear the editor console
Parameters: None
Example:
{
"tool": "debug_clear_console",
"arguments": {}
}
6.3 debug_execute_script
Execute JavaScript code in scene context
Parameters:
script(string, required): JavaScript code to execute
Example:
{
"tool": "debug_execute_script",
"arguments": {
"script": "console.log('Hello from MCP!');"
}
}
6.4 debug_get_node_tree
Get detailed node tree for debugging
Parameters:
rootUuid(string, optional): Root node UUID, if not provided uses scene root nodemaxDepth(number, optional): Maximum tree depth, defaults to 10
Example:
{
"tool": "debug_get_node_tree",
"arguments": {
"rootUuid": "root-node-uuid",
"maxDepth": 5
}
}
6.5 debug_get_performance_stats
Get performance statistics
Parameters: None
Example:
{
"tool": "debug_get_performance_stats",
"arguments": {}
}
6.6 debug_validate_scene
Validate if the current scene has issues
Parameters:
checkMissingAssets(boolean, optional): Check for missing asset references, defaults to truecheckPerformance(boolean, optional): Check for performance issues, defaults to true
Example:
{
"tool": "debug_validate_scene",
"arguments": {
"checkMissingAssets": true,
"checkPerformance": true
}
}
6.7 debug_get_editor_info
Get editor and environment information
Parameters: None
Example:
{
"tool": "debug_get_editor_info",
"arguments": {}
}
6.8 debug_get_project_logs
Get project logs from temp/logs/project.log file
Parameters:
lines(number, optional): Number of lines to read from the end of the log file, default is 100, range: 1-10000filterKeyword(string, optional): Filter logs by specific keywordlogLevel(string, optional): Filter by log level, options:ERROR,WARN,INFO,DEBUG,TRACE,ALL, defaults toALL
Example:
{
"tool": "debug_get_project_logs",
"arguments": {
"lines": 200,
"filterKeyword": "prefab",
"logLevel": "INFO"
}
}
6.9 debug_get_log_file_info
Get project log file information
Parameters: None
Returns: File size, last modified time, line count, and file path information
Example:
{
"tool": "debug_get_log_file_info",
"arguments": {}
}
6.10 debug_search_project_logs
Search for specific patterns or errors in project logs
Parameters:
pattern(string, required): Search pattern (supports regex)maxResults(number, optional): Maximum number of matching results, defaults to 20, range: 1-100contextLines(number, optional): Number of context lines to show around each match, defaults to 2, range: 0-10
Example:
{
"tool": "debug_search_project_logs",
"arguments": {
"pattern": "error|failed|exception",
"maxResults": 10,
"contextLines": 3
}
}
7. Preferences Tools
7.1 preferences_get_preferences
Get editor preferences
Parameters:
key(string, optional): Specific preference key to get
Example:
{
"tool": "preferences_get_preferences",
"arguments": {
"key": "editor.theme"
}
}
7.2 preferences_set_preferences
Set editor preferences
Parameters:
key(string, required): Preference key to setvalue(any, required): Preference value to set
Example:
{
"tool": "preferences_set_preferences",
"arguments": {
"key": "editor.theme",
"value": "dark"
}
}
7.3 preferences_get_global_preferences
Get global editor preferences
Parameters:
key(string, optional): Global preference key to get
Example:
{
"tool": "preferences_get_global_preferences",
"arguments": {
"key": "global.autoSave"
}
}
7.4 preferences_set_global_preferences
Set global editor preferences
Parameters:
key(string, required): Global preference key to setvalue(any, required): Global preference value to set
Example:
{
"tool": "preferences_set_global_preferences",
"arguments": {
"key": "global.autoSave",
"value": true
}
}
7.5 preferences_get_recent_projects
Get recently opened projects
Parameters: None
Example:
{
"tool": "preferences_get_recent_projects",
"arguments": {}
}
7.6 preferences_clear_recent_projects
Clear the list of recently opened projects
Parameters: None
Example:
{
"tool": "preferences_clear_recent_projects",
"arguments": {}
}
8. Server Tools
8.1 server_get_server_info
Get server information
Parameters: None
Example:
{
"tool": "server_get_server_info",
"arguments": {}
}
8.2 server_broadcast_custom_message
Broadcast a custom message
Parameters:
message(string, required): Message namedata(any, optional): Message data
Example:
{
"tool": "server_broadcast_custom_message",
"arguments": {
"message": "custom_event",
"data": {"type": "test", "value": 123}
}
}
8.3 server_get_editor_version
Get editor version information
Parameters: None
Example:
{
"tool": "server_get_editor_version",
"arguments": {}
}
8.4 server_get_project_name
Get current project name
Parameters: None
Example:
{
"tool": "server_get_project_name",
"arguments": {}
}
8.5 server_get_project_path
Get current project path
Parameters: None
Example:
{
"tool": "server_get_project_path",
"arguments": {}
}
8.6 server_get_project_uuid
Get current project UUID
Parameters: None
Example:
{
"tool": "server_get_project_uuid",
"arguments": {}
}
8.7 server_restart_editor
Request to restart the editor
Parameters: None
Example:
{
"tool": "server_restart_editor",
"arguments": {}
}
8.8 server_quit_editor
Request to quit the editor
Parameters: None
Example:
{
"tool": "server_quit_editor",
"arguments": {}
}
9. Broadcast Tools
9.1 broadcast_get_broadcast_log
Get recent broadcast message log
Parameters:
limit(number, optional): Number of latest messages to return, defaults to 50messageType(string, optional): Filter by message type
Example:
{
"tool": "broadcast_get_broadcast_log",
"arguments": {
"limit": 100,
"messageType": "scene_change"
}
}
9.2 broadcast_listen_broadcast
Start listening for specific broadcast messages
Parameters:
messageType(string, required): Message type to listen for
Example:
{
"tool": "broadcast_listen_broadcast",
"arguments": {
"messageType": "node_created"
}
}
9.3 broadcast_stop_listening
Stop listening for specific broadcast messages
Parameters:
messageType(string, required): Message type to stop listening for
Example:
{
"tool": "broadcast_stop_listening",
"arguments": {
"messageType": "node_created"
}
}
9.4 broadcast_clear_broadcast_log
Clear broadcast message log
Parameters: None
Example:
{
"tool": "broadcast_clear_broadcast_log",
"arguments": {}
}
9.5 broadcast_get_active_listeners
Get list of active broadcast listeners
Parameters: None
Example:
{
"tool": "broadcast_get_active_listeners",
"arguments": {}
}
Usage Guidelines
1. Tool Call Format
All tool calls use JSON-RPC 2.0 format:
{
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"name": "tool_name",
"arguments": {
// Tool parameters
}
},
"id": 1
}
2. Common UUID Retrieval Methods
- Use
node_get_all_nodesto get all node UUIDs - Use
node_find_node_by_nameto find node UUIDs by name - Use
scene_get_current_sceneto get scene UUID - Use
prefab_get_prefab_listto get prefab information
3. Asset Path Format
Cocos Creator uses db:// prefixed asset URL format:
- Scenes:
db://assets/scenes/GameScene.scene - Prefabs:
db://assets/prefabs/Player.prefab - Scripts:
db://assets/scripts/GameManager.ts - Textures:
db://assets/textures/player.png
4. Error Handling
If a tool call fails, an error message will be returned:
{
"jsonrpc": "2.0",
"id": 1,
"error": {
"code": -32000,
"message": "Tool execution failed",
"data": {
"error": "Detailed error message"
}
}
}
5. Best Practices
- Query First, Then Operate: Before modifying nodes or components, first use query tools to get current state
- Use UUIDs: Prefer using UUIDs over names when referencing nodes and assets
- Error Checking: Always check the return value of tool calls to ensure operations succeed
- Asset Management: Before deleting or moving assets, ensure they are not referenced elsewhere
- Performance Considerations: Avoid frequent tool calls in loops, consider batch operations
Technical Support
If you encounter issues during use, you can:
- Use
debug_get_console_logsto view detailed error logs - Use
debug_validate_sceneto check if the scene has issues - Use
debug_get_editor_infoto get environment information - Check the MCP server's running status and logs
This document is based on Cocos Creator MCP Server v1.3.0. Please refer to the latest version documentation for updates.