Release v0.4.0
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<!-- This file is generated by `npm run docs:generate`. Do not edit by hand. -->
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Generated from `lib/tool-registry.js`. The default `core` profile exposes 34 tools; the `full` profile exposes 89 tools.
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Generated from `lib/tool-registry.js`. The default `core` profile exposes 37 tools; the `full` profile exposes 101 tools.
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## Profile Summary
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| Profile | Tool Count | Purpose |
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|---|---:|---|
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| `core` | 34 | Focused default surface for common editor automation. |
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| `full` | 89 | All built-in tools, including destructive and low-level helpers. |
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| `core` | 37 | Focused default surface for common editor automation. |
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| `full` | 101 | All built-in tools, including destructive and low-level helpers. |
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## Core Tools
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`capture_editor_screenshot`, `capture_preview_screenshot`, `capture_scene_screenshot`, `check_for_updates`, `clear_logs`, `execute_editor_script`, `execute_javascript`, `execute_scene_script`, `get_editor_state`, `get_hierarchy`, `get_performance_snapshot`, `get_project_info`, `get_recent_logs`, `get_runtime_state`, `get_scene_info`, `get_script_diagnostic_context`, `get_selection`, `get_tool_catalog`, `inspect_asset`, `inspect_prefab`, `inspect_prefab_instance`, `list_assets`, `list_editor_windows`, `list_project_instructions`, `list_scenes`, `open_asset`, `open_scene`, `read_project_instruction`, `run_script_diagnostics`, `search_project_logs`, `select_asset`, `set_selection`, `validate_prefab_references`, `validate_scene`
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`capture_editor_screenshot`, `capture_preview_screenshot`, `capture_scene_screenshot`, `check_for_updates`, `clear_logs`, `execute_editor_script`, `execute_javascript`, `execute_scene_script`, `get_build_status`, `get_editor_state`, `get_hierarchy`, `get_performance_snapshot`, `get_project_info`, `get_recent_logs`, `get_runtime_state`, `get_scene_info`, `get_script_diagnostic_context`, `get_selection`, `get_tool_catalog`, `inspect_asset`, `inspect_asset_dependencies`, `inspect_prefab`, `inspect_prefab_instance`, `list_assets`, `list_editor_windows`, `list_project_instructions`, `list_scenes`, `open_asset`, `open_scene`, `read_project_instruction`, `run_script_diagnostics`, `search_project_logs`, `select_asset`, `set_selection`, `validate_asset_dependencies`, `validate_prefab_references`, `validate_scene`
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## Tools By Category
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@@ -32,6 +32,7 @@ Generated from `lib/tool-registry.js`. The default `core` profile exposes 34 too
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| `delete_asset` | `full` | mutating | Delete an asset from asset-db by uuid, db url, or path. |
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| `inspect_asset` | `core`, `full` | read-only | [specialist] Inspect asset-db info, metadata, and serialized asset data by uuid or path. Prefer this when you need a precise structured asset read. |
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| `inspect_asset_dependencies` | `core`, `full` | read-only | [specialist] Inspect UUID-style dependencies referenced by a serialized Cocos asset. |
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| `list_assets` | `core`, `full` | read-only | [specialist] Query project assets from asset-db by pattern or asset type. Prefer this when you need exact asset discovery; otherwise use execute_javascript for broader automation. |
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| `list_scenes` | `core`, `full` | read-only | [specialist] List scene assets in the project. Prefer this when you need exact scene discovery before opening one; otherwise stay in execute_javascript for broader workflows. |
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| `open_asset` | `core`, `full` | stateful | [specialist] Open an asset inside Cocos Creator by uuid, db url, or path. Use this only when opening the asset itself is the explicit next step. |
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@@ -39,6 +40,21 @@ Generated from `lib/tool-registry.js`. The default `core` profile exposes 34 too
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| `run_scene_asset` | `full` | mutating | Load a scene asset by uuid directly into the current runtime scene context. |
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| `select_asset` | `core`, `full` | stateful | [specialist] Select an asset in the Cocos editor. Use this when editor selection state matters; otherwise keep execute_javascript as the primary workflow. |
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### Broadcast
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| Tool | Profiles | Access | Description |
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|---|---|---|---|
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| `broadcast_editor_message` | `full` | stateful | [core] Send or broadcast a Cocos editor message for advanced editor automation. |
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### Build
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| Tool | Profiles | Access | Description |
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|---|---|---|---|
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| `get_build_status` | `core`, `full` | read-only | [specialist] Query Cocos build/preview status using known builder message variants. |
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| `open_build_panel` | `full` | stateful | [core] Open the Cocos build panel, defaulting to the builder panel id. |
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| `run_project_preview` | `full` | stateful | [core] Start Cocos preview/run using known preview and builder message variants. |
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| `save_current_scene` | `full` | stateful | [core] Save the currently open Cocos scene using available editor scene messages. |
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### Camera
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| Tool | Profiles | Access | Description |
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@@ -65,9 +81,19 @@ Generated from `lib/tool-registry.js`. The default `core` profile exposes 34 too
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| `get_script_diagnostic_context` | `core`, `full` | read-only | [specialist] Run TypeScript diagnostics and attach source snippets for each error. This is a preferred specialist tool for compile-error triage before repair. |
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| `run_script_diagnostics` | `core`, `full` | stateful | [specialist] Run a TypeScript no-emit check for the current Cocos project and return parsed diagnostics. This is a preferred specialist tool for script errors when diagnostics are needed. |
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| `validate_asset_dependencies` | `core`, `full` | read-only | [specialist] Validate UUID-style dependencies for one asset or a project asset query. |
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| `validate_prefab_references` | `core`, `full` | read-only | [specialist] Validate prefab asset references by checking serialized UUID references against asset-db. |
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| `validate_scene` | `core`, `full` | read-only | [specialist] Run a compact validation pass over the active scene, runtime state, TypeScript diagnostics, and recent project log errors. |
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### Events
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| Tool | Profiles | Access | Description |
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|---|---|---|---|
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| `bind_button_click_event` | `full` | stateful | [core] Bind a Cocos Button click event to a target node component method. |
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| `emit_node_event` | `full` | mutating | [core] Emit a custom event on a target scene node with an optional JSON payload. |
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| `list_button_click_events` | `full` | read-only | [core] List click event bindings on a Cocos Button component. |
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| `simulate_button_click` | `full` | mutating | [core] Simulate a Cocos Button click by emitting click events on the target button node. |
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### Execution
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| Tool | Profiles | Access | Description |
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@@ -92,7 +118,6 @@ Generated from `lib/tool-registry.js`. The default `core` profile exposes 34 too
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| Tool | Profiles | Access | Description |
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|---|---|---|---|
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| `simulate_button_click` | `full` | mutating | [core] Simulate a Cocos Button click by emitting click events on the target button node. |
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| `simulate_key_combo` | `full` | mutating | [core] Send a low-level Electron modified key press such as Ctrl+S or Cmd+P. |
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| `simulate_key_press` | `full` | mutating | [core] Send a low-level Electron key press to the editor, preview, or simulator window. |
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| `simulate_mouse_click` | `full` | mutating | [core] Send a low-level Electron mouse click to the editor, preview, or simulator window. |
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@@ -103,6 +128,7 @@ Generated from `lib/tool-registry.js`. The default `core` profile exposes 34 too
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| Tool | Profiles | Access | Description |
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| `create_cocos_mcp_project_skill` | `full` | stateful | [core] Create a recommended local Codex project skill for Funplay Cocos MCP workflows. |
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| `create_project_skill` | `full` | stateful | [core] Create a local Codex project skill under .codex/skills/{skillName}/SKILL.md. |
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| `list_project_instructions` | `core`, `full` | read-only | [specialist] List project AI instruction files and local Codex project skills. |
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| `read_project_instruction` | `core`, `full` | read-only | [specialist] Read a project AI instruction file such as AGENTS.md, CLAUDE.md, or a .codex skill SKILL.md. |
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@@ -137,6 +163,13 @@ Generated from `lib/tool-registry.js`. The default `core` profile exposes 34 too
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| `list_prefabs` | `full` | read-only | [core] List prefab assets in the project. |
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| `revert_prefab_instance` | `full` | stateful | [core] Revert a scene prefab instance from its associated prefab asset using available Cocos editor prefab revert messages. |
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### Preferences
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| Tool | Profiles | Access | Description |
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| `get_editor_preference` | `full` | read-only | [core] Read a Cocos editor preference through Editor.Profile when available. |
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| `set_editor_preference` | `full` | mutating | [core] Write a Cocos editor preference through Editor.Profile when available. |
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### Project
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| Tool | Profiles | Access | Description |
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@@ -149,7 +182,6 @@ Generated from `lib/tool-registry.js`. The default `core` profile exposes 34 too
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| Tool | Profiles | Access | Description |
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| `emit_node_event` | `full` | mutating | [core] Emit a custom event on a target scene node with an optional JSON payload. |
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| `get_runtime_state` | `core`, `full` | read-only | [specialist] Return structured Cocos runtime state including pause state, frame count, and scheduler time scale. Prefer this when you want a compact validation snapshot. |
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| `pause_runtime` | `full` | stateful | [core] Pause Cocos director game logic execution. |
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| `resume_runtime` | `full` | stateful | [core] Resume Cocos director game logic execution. |
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