Release v0.2.0
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@@ -69,7 +69,9 @@ The panel is intentionally small:
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- Enable or disable the MCP server
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- Change the server port
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- Switch tool exposure between `core` and `full`
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- Switch tool exposure between `core`, `full`, and `custom`
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- Check the installed version against the latest GitHub release
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- Tune tool exposure by category or individual tool
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- Configure AI clients with one click
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- Expand debug output only when needed
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@@ -197,7 +199,9 @@ Try a higher-level prompt in your AI client:
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- This extension is **Editor-only**. It is meant to automate Cocos Creator, not to add runtime dependencies to your final game build.
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- The MCP server listens on `http://127.0.0.1:8765/` by default.
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- If the configured port is busy, the server automatically falls back to the next available port and the panel/client config use the actual running port.
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- The default `core` profile exposes 22 high-signal tools. Switch to `full` in the panel if you want all 70 tools exposed.
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- The default `core` profile exposes 28 high-signal tools. Switch to `full` for all 76 tools, or use `custom` to include/exclude tool categories and individual tools.
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- The panel includes a manual update check against the latest GitHub release.
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- Streamable HTTP responses follow the MCP transport requirements for `Accept`, `MCP-Protocol-Version`, JSON-RPC notifications/responses, and optional `Mcp-Session-Id` sessions.
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- All exposed MCP tools execute directly. There is no extra approval toggle inside the Cocos extension.
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- File tools and `cocos://asset/path/...` resources are restricted to the active Cocos project root.
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- The recommended workflow is `execute_javascript` first, then focused helper tools for screenshots, diagnostics, assets, and inspection.
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@@ -208,16 +212,16 @@ Try a higher-level prompt in your AI client:
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- **`execute_javascript` First** — One high-flexibility JavaScript tool can orchestrate scene/runtime work and editor-side automation without flooding AI clients with too many narrow tool calls
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- **Embedded Cocos Extension** — No separate Python daemon or external bridge process is required for the Cocos-side plugin
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- **One-Click Client Configuration** — Configure Claude Code, Cursor, VS Code, Trae, Kiro, and Codex directly from Cocos Creator
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- **Project Context Built In** — Exposes live project, scene, selection, script diagnostics, and interaction-history resources
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- **Focused by Default, Full When Needed** — `core` reduces tool-list noise; `full` exposes every available tool
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- **Project Context Built In** — Exposes live project, scene, selection, script diagnostics, logs, and interaction-history resources
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- **Focused by Default, Full When Needed** — `core` reduces tool-list noise; `full` exposes every available tool; `custom` lets you tune by category or tool
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- **Visual Validation** — Scene/editor/preview screenshots and input simulation help AI verify UI and gameplay changes
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## Highlights
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- **70 Built-in Tools** — Scene hierarchy, editor state, selection workflows, assets, UI creation, components, files, script diagnostics, screenshots, runtime control, and input simulation
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- **76 Built-in Tools** — Scene hierarchy, editor state, selection workflows, assets, UI creation, components, files, logs, script diagnostics, screenshots, runtime control, and input simulation
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- **Primary Unified Tool** — `execute_javascript` supports both `scene` and `editor` contexts
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- **Resources & Prompts** — Live project resources plus reusable workflows like script fixing, scene validation, and playable prototype creation
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- **Cocos Panel UI** — A minimal `Funplay > MCP Server` panel for service management and MCP client setup
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- **Resources & Prompts** — Live project/log resources plus reusable workflows like script fixing, scene validation, and playable prototype creation
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- **Cocos Panel UI** — A minimal `Funplay > MCP Server` panel for service management, update checks, tool exposure, and MCP client setup
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- **Screenshot and Input Support** — Capture editor/scene/game/preview screenshots and send Electron-level mouse/keyboard events
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- **Vendor Agnostic** — Works with any AI client that supports MCP over HTTP JSON-RPC
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@@ -231,20 +235,20 @@ Funplay MCP for Cocos follows the same design principles as Funplay MCP for Unit
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| Embedded server | Built-in HTTP MCP server | Built-in HTTP MCP server |
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| Primary execution tool | `execute_javascript` | `execute_code` |
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| Primary language | JavaScript in scene/editor contexts | C# in Unity editor/runtime contexts |
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| Default profile | `core` with 22 tools | `core` focused tool profile |
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| Full profile | 70 tools | 79 tools |
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| Default profile | `core` with 28 tools | `core` focused tool profile |
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| Full profile | 76 tools plus `custom` exposure | 79 tools |
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| Client setup | One-click config panel | One-click config window |
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## MCP Capabilities
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The current package exposes four capability layers:
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- **Tools** — 22 tools in `core`, 70 tools in `full`
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- **Tools** — 28 tools in `core`, 76 tools in `full`, plus `custom` include/exclude rules
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- **Primary execution** — `execute_javascript` for scene/runtime and editor/browser automation
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- **Prompts** — `fix_script_errors`, `create_playable_prototype`, `scene_validation`, and `auto_wire_scene`
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- **Resources** — project context, scene summaries, current selection, script diagnostics, asset selection, and MCP interaction history
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- **Resources** — project context, scene summaries, current selection, script diagnostics, asset selection, logs, and MCP interaction history
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The default `core` set is intentionally small: `execute_javascript`, `execute_scene_script`, `execute_editor_script`, `get_editor_state`, `get_selection`, `set_selection`, `get_project_info`, `get_scene_info`, `get_hierarchy`, `list_scenes`, `open_scene`, `list_assets`, `inspect_asset`, `open_asset`, `select_asset`, `run_script_diagnostics`, `get_script_diagnostic_context`, `get_runtime_state`, `capture_editor_screenshot`, `capture_scene_screenshot`, `capture_preview_screenshot`, and `list_editor_windows`.
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The default `core` set is intentionally small: `execute_javascript`, `execute_scene_script`, `execute_editor_script`, `get_editor_state`, `get_tool_catalog`, `check_for_updates`, `get_selection`, `set_selection`, `get_project_info`, `get_scene_info`, `get_hierarchy`, `list_scenes`, `open_scene`, `list_assets`, `inspect_asset`, `open_asset`, `select_asset`, `run_script_diagnostics`, `get_recent_logs`, `search_project_logs`, `clear_logs`, `validate_scene`, `get_script_diagnostic_context`, `get_runtime_state`, `capture_editor_screenshot`, `capture_scene_screenshot`, `capture_preview_screenshot`, and `list_editor_windows`.
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## Built-in Resources
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@@ -257,16 +261,18 @@ The default `core` set is intentionally small: `execute_javascript`, `execute_sc
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| `cocos://selection/current` | Current editor selection |
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| `cocos://selection/asset` | Current selected asset |
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| `cocos://errors/scripts` | Script diagnostics |
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| `cocos://logs/editor` | Recent MCP runtime logs and tool interactions |
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| `cocos://logs/project` | Recent tails from common project log files |
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| `cocos://mcp/interactions` | Recent MCP interaction history |
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## Built-in Tools
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Funplay MCP for Cocos currently ships with **70 tool functions** in the `full` profile:
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Funplay MCP for Cocos currently ships with **76 tool functions** in the `full` profile:
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| Category | Tools |
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|----------|-------|
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| **Script Execution** | `execute_javascript`, `execute_scene_script`, `execute_editor_script` |
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| **Editor State** | `get_editor_state`, `get_selection`, `set_selection`, `get_editor_selection` |
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| **Editor State** | `get_editor_state`, `get_tool_catalog`, `check_for_updates`, `get_selection`, `set_selection`, `get_editor_selection` |
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| **Project & Scene** | `get_project_info`, `get_scene_info`, `get_hierarchy`, `find_nodes`, `inspect_node`, `list_scenes`, `open_scene`, `run_scene_asset` |
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| **Node Editing** | `create_node`, `delete_node`, `set_node_transform` |
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| **Assets & Prefabs** | `list_assets`, `inspect_asset`, `open_asset`, `select_asset`, `delete_asset`, `list_prefabs`, `instantiate_prefab`, `get_editor_selection` |
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@@ -275,7 +281,7 @@ Funplay MCP for Cocos currently ships with **70 tool functions** in the `full` p
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| **Camera** | `list_cameras`, `create_camera`, `set_camera_properties` |
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| **Animation** | `list_animations`, `add_animation_clip`, `play_animation`, `stop_animation` |
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| **Files** | `read_file`, `get_file_snippet`, `write_file`, `replace_in_file`, `search_files`, `list_directory`, `exists`, `refresh_assets` |
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| **Diagnostics** | `run_script_diagnostics`, `get_script_diagnostic_context` |
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| **Diagnostics & Logs** | `run_script_diagnostics`, `get_script_diagnostic_context`, `get_recent_logs`, `search_project_logs`, `clear_logs`, `validate_scene` |
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| **Runtime** | `get_runtime_state`, `pause_runtime`, `resume_runtime`, `set_time_scale` |
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| **Interaction** | `emit_node_event`, `simulate_button_click`, `invoke_component_method`, `simulate_mouse_click`, `simulate_mouse_drag`, `simulate_key_press`, `simulate_key_combo`, `simulate_preview_input` |
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| **Screenshots & Windows** | `capture_desktop_screenshot`, `capture_editor_screenshot`, `capture_scene_screenshot`, `capture_game_screenshot`, `capture_preview_screenshot`, `list_editor_windows` |
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@@ -313,6 +319,11 @@ Place `funplay-cocos-mcp.config.json` in the Cocos project root:
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"host": "127.0.0.1",
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"port": 8765,
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"toolProfile": "core",
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"enabledToolCategories": [],
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"disabledToolCategories": [],
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"enabledTools": [],
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"disabledTools": [],
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"enableSessions": false,
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"autostart": true,
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"maxInteractionLogEntries": 50
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}
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@@ -324,6 +335,8 @@ Environment variables are also supported:
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- `COCOS_MCP_PORT`
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- `COCOS_MCP_PROFILE`
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`toolProfile: "custom"` starts from the `core` set, then adds `enabledToolCategories` / `enabledTools` and removes `disabledToolCategories` / `disabledTools`. `enableSessions` is off by default because this server does not need cross-request client state for normal editor automation.
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## Architecture
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```text
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