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funplay-cocos-mcp/docs/TOOLS.md
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2026-05-20 20:13:18 -07:00

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Tool Reference

Generated from lib/tool-registry.js. The default core profile exposes 34 tools; the full profile exposes 89 tools.

Profile Summary

Profile Tool Count Purpose
core 34 Focused default surface for common editor automation.
full 89 All built-in tools, including destructive and low-level helpers.

Core Tools

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

Tools By Category

Animation

Tool Profiles Access Description
add_animation_clip full stateful Add an AnimationClip asset to a node Animation component.
list_animations full read-only [core] List Animation components in the active scene or under one node.
play_animation full stateful [core] Play an Animation component clip on a node.
stop_animation full stateful [core] Stop an Animation component clip on a node.

Assets

Tool Profiles Access Description
delete_asset full mutating Delete an asset from asset-db by uuid, db url, or path.
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.
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.
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.
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.
open_scene core, full stateful [specialist] Open a scene asset in Cocos Creator by uuid, db url, or path. Use this when scene switching is the explicit goal; otherwise keep execute_javascript as the main planning tool.
run_scene_asset full mutating Load a scene asset by uuid directly into the current runtime scene context.
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.

Camera

Tool Profiles Access Description
create_camera full stateful Create a Camera node in the active scene.
list_cameras full read-only [core] List Camera components in the active scene.
set_camera_properties full mutating Set selected Camera component properties.

Components

Tool Profiles Access Description
add_component full stateful Add a component to a node by component class name.
inspect_component full read-only [core] Inspect a component attached to a node.
invoke_component_method full mutating [core] Invoke a method on a component for runtime validation and test hooks.
list_components full read-only [core] List components attached to a scene node.
remove_component full mutating Remove a component from a node by name or index.
reset_component_property full mutating Reset or clear a component property by dot path.
set_component_property full mutating Set a component property by dot path using a JSON value.

Diagnostics

Tool Profiles Access Description
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.
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.
validate_prefab_references core, full read-only [specialist] Validate prefab asset references by checking serialized UUID references against asset-db.
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.

Execution

Tool Profiles Access Description
execute_editor_script core, full mutating [compat] Execute JavaScript in the editor/browser context. Prefer execute_javascript with context="editor" as the main unified tool; use this when you specifically want the editor-only compatibility entrypoint.
execute_javascript core, full mutating [primary] Execute JavaScript in either the scene or editor context. Use context="scene" for live scene/runtime inspection and mutation, or context="editor" for Editor APIs, asset-db workflows, MCP orchestration, local filesystem access, and higher-level automation. Prefer this as the main flexible tool when many narrow tools would be noisy.

Files

Tool Profiles Access Description
exists full read-only [core] Check whether a project file or directory exists.
get_file_snippet full read-only [core] Read a focused snippet around a file line number.
list_directory full read-only [core] List files and directories inside a project directory.
read_file full read-only [core] Read a file from the Cocos project.
refresh_assets full stateful [core] Best-effort asset database refresh for a file or the assets root.
replace_in_file full mutating [core] Replace text in a file, useful for script auto-fix loops.
search_files full read-only [core] Search project files by simple wildcard pattern.
write_file full mutating [core] Write or overwrite a file in the Cocos project.

Input

Tool Profiles Access Description
simulate_button_click full mutating [core] Simulate a Cocos Button click by emitting click events on the target button node.
simulate_key_combo full mutating [core] Send a low-level Electron modified key press such as Ctrl+S or Cmd+P.
simulate_key_press full mutating [core] Send a low-level Electron key press to the editor, preview, or simulator window.
simulate_mouse_click full mutating [core] Send a low-level Electron mouse click to the editor, preview, or simulator window.
simulate_mouse_drag full mutating [core] Send a low-level Electron mouse drag to the editor, preview, or simulator window.
simulate_preview_input full mutating [core] Convenience wrapper for low-level preview/simulator input. Uses mouse click by default or key press when keyCode is provided.

Instructions

Tool Profiles Access Description
create_project_skill full stateful [core] Create a local Codex project skill under .codex/skills/{skillName}/SKILL.md.
list_project_instructions core, full read-only [specialist] List project AI instruction files and local Codex project skills.
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.
write_project_instruction full mutating [core] Create or update a project AI instruction file inside the Cocos project.

Logs

Tool Profiles Access Description
clear_logs core, full mutating [specialist] Clear in-memory MCP logs and, only with explicit confirmation, truncate common project log files.
get_recent_logs core, full read-only [specialist] Return recent MCP runtime logs, recent tool interactions, and tails of common project log files.
search_project_logs core, full read-only [specialist] Search common Cocos project log files for a string or regular expression.

Other

Tool Profiles Access Description
get_performance_snapshot core, full read-only [specialist] Return scene scale and runtime performance-oriented counters such as node/component counts, UI counts, depth, memory, and warnings.
list_editor_windows core, full read-only [specialist] List available Electron windows so screenshots or input-targeting can choose the correct window. Use this when window targeting is the explicit problem.

Prefabs

Tool Profiles Access Description
apply_prefab_instance full stateful [core] Apply a scene prefab instance back to its associated prefab asset using the Cocos editor scene apply-prefab message.
create_prefab_instance full stateful [core] Create a linked prefab instance in the editor hierarchy using Cocos scene create-node when available.
duplicate_prefab full stateful [core] Create a new prefab asset by duplicating an existing prefab file without copying its .meta UUID.
edit_prefab_json full stateful [core] Edit a prefab JSON file by JSON path assignment or literal search/replace, then validate references.
inspect_prefab core, full read-only [specialist] Inspect a prefab asset, its metadata, serialized file path, and UUID-like asset references.
inspect_prefab_instance core, full read-only [specialist] Inspect whether a scene node is linked to a prefab instance and return prefab metadata when available.
instantiate_prefab full stateful Instantiate a prefab into the active scene by prefab uuid.
list_prefabs full read-only [core] List prefab assets in the project.
revert_prefab_instance full stateful [core] Revert a scene prefab instance from its associated prefab asset using available Cocos editor prefab revert messages.

Project

Tool Profiles Access Description
get_editor_state core, full read-only [specialist] Return a structured editor-state snapshot including project info, runtime server status, current selection, and visible Electron windows. Prefer this when you want one compact editor summary.
get_project_info core, full read-only [specialist] Return the active Cocos project path, version, and MCP server configuration. Prefer this for a fast structured project summary; use execute_javascript when you need to inspect and act in one step.
get_tool_catalog core, full read-only [specialist] Return every built-in MCP tool with profile, category, and current exposure state. Use this before changing custom tool exposure.

Runtime

Tool Profiles Access Description
emit_node_event full mutating [core] Emit a custom event on a target scene node with an optional JSON payload.
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.
pause_runtime full stateful [core] Pause Cocos director game logic execution.
resume_runtime full stateful [core] Resume Cocos director game logic execution.
set_time_scale full mutating [core] Set Cocos scheduler time scale for runtime validation.

Scene

Tool Profiles Access Description
create_node full stateful Create a new node under the active scene or a specified parent path.
delete_node full mutating Delete a node by path, uuid, or name.
execute_scene_script core, full mutating [compat] Execute JavaScript in the active Cocos scene context. Prefer execute_javascript with context="scene" as the main unified tool; use this when you specifically want the scene-only compatibility entrypoint.
find_nodes full read-only [core] Find scene nodes by exact name, partial path, or component type.
get_hierarchy core, full read-only [specialist] Return a structured hierarchy tree from the active scene or a specific node path. Prefer execute_javascript for broader reasoning or repair; use this when you want a predictable hierarchy snapshot.
get_scene_info core, full read-only [specialist] Return a structured summary of the active Cocos scene. Prefer execute_javascript for multi-step inspection or mutation; use this when you specifically want a compact scene snapshot.
inspect_node full read-only [core] Inspect a specific node by path, uuid, or name.
set_node_transform full mutating Update node position, rotation, scale, or active state.

Screenshots

Tool Profiles Access Description
capture_desktop_screenshot full read-only [core] Capture a screenshot from the local desktop and return it as an MCP image payload.
capture_editor_screenshot core, full read-only [specialist] Capture the focused Cocos Creator editor window and return it as an MCP image payload. Prefer screenshot tools only when visual verification is explicitly needed.
capture_game_screenshot full read-only [core] Capture the Game/Preview panel region from the editor window with panel-level cropping when available.
capture_preview_screenshot core, full read-only [specialist] Capture the preview or simulator window as an MCP image payload. Prefer this only when you need visual proof of game or preview output.
capture_scene_screenshot core, full read-only [specialist] Capture the Scene panel region from the editor window with panel-level cropping when available. Prefer this only for visual validation of scene-side results.

Selection

Tool Profiles Access Description
get_editor_selection full read-only [compat] Return the current node and asset selection in the Cocos editor. Prefer get_selection as the primary structured selection read tool.
get_selection core, full read-only [specialist] Return the current editor selection in a compact structured form. Prefer this when selection state matters for the next action.
set_selection core, full mutating [specialist] Set or clear the current editor selection for an asset or node. Use this when downstream editor workflows depend on selection state.

Ui

Tool Profiles Access Description
create_button full stateful Create a UI Button node with child Label.
create_canvas full stateful Create a Cocos Canvas node with UITransform.
create_label full stateful Create a UI Label node under a parent.
create_sprite full stateful Create a UI Sprite node, optionally assigning a SpriteFrame asset uuid.

Updates

Tool Profiles Access Description
check_for_updates core, full read-only [specialist] Check the latest Funplay Cocos MCP GitHub release and compare it with the installed extension version.