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. |