cocos-mcp-v3-ui

nguyennt02/cocos-mcp-v3-ui
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Install to Claude Code

This server doesn't publish a one-line install command. Follow the setup in the source repository.

Summary

An MCP server that lets Claude Code drive the Cocos Creator 3.8.x editor to build UI, enabling translation of Figma designs into Cocos scenes by creating nodes, components, sprites, and prefabs.

README.md

cocos-mcp-v3-ui

MCP server (UI-design tools) for Cocos Creator 3.8.x, built as an editor package. It lets an MCP client (Claude Code) drive the editor to build UI — ideal for translating a Figma design into a Cocos scene: read the design with the Figma MCP, then create nodes/components/sprites/prefabs here.

Ported (not mechanically) from a 2.x cocos-mcp-v2-ui. 3.x differs fundamentally: the scene bridge is the Promise-based Editor.Message.request('scene','execute-scene-script'), node size/anchor/opacity/color live on components (cc.UITransform / cc.UIOpacity / the render component — not on the node as in 2.x), and the package is plain CommonJS.

Architecture

Claude Code ──stdio(MCP)──▶ bridge/  ──HTTP /rpc──▶ editor package (main proc)
                          (system Node,            core/server + registry + tools
                           @modelcontextprotocol)        │
                                                          ▼  Editor.Message.request
                                                             ('scene','execute-scene-script')
                                                   scene.js (scene proc, cc.* live)
  • Editor package (main.js, core/, tools/, scene.js, scene/) runs inside

Cocos Creator. main.js starts an HTTP server (core/server.js) exposing GET /health, POST /rpc {tool,args}, GET /tools, and a stateless POST /mcp. The server is loopback-only and rejects browser-originated requests (no Origin header, loopback Host only) so a web page cannot drive the editor (see isLocalRequest).

  • Bridge (bridge/) is a separate Node process Claude spawns. It speaks the MCP

protocol over stdio (via the official SDK) and proxies tools/list+tools/call to the editor's HTTP /tools+/rpc. Keeping MCP-spec compliance out of the editor process.

  • Single-responsibility / DRY: tool modules are thin (schema + delegate). Everything

crossing into the scene goes through one core/scene-bridge.js#callScene; one core/response.js shape; scene-side has one resolveNode, one serialize, one applyTransform. Each mutating tool records an editor snapshot (undo + dirty flag).

Install

  1. Symlink (or copy) this folder into the project's extensions/ (or packages/):
   ln -s /Users/nguyennt/Documents/MCP/cocos-mcp-v3-ui \
         <your-cocos-3.x-project>/extensions/cocos-mcp-v3-ui
  1. Install the bridge deps once: cd bridge && npm install.
  2. Open the project in Cocos Creator 3.8.x. The package auto-starts the server on

port 8585 (autoStart: true). Panel: menu Extension → Cocos MCP v3 UI → Open Panel.

Connect to Claude Code

claude mcp add cocos-ui --transport stdio -- \
  node /Users/nguyennt/Documents/MCP/cocos-mcp-v3-ui/bridge/bin/cocos-ui-bridge.js --port 8585

Verify: /mcp in Claude lists cocos-ui connected and the 36 tools. The editor must be running with a scene open for scene tools to work (otherwise they return No active scene).

Tools (36)

| Category | Tools | |---|---| | ping (1) | ping | | scene (5) | get_current_scene, get_scene_hierarchy, open_scene, save_scene, capture_node | | node (10) | create_node, get_node_info, find_nodes, set_node_transform, set_node_property, set_node_properties_batch, create_node_tree, set_sibling_index, delete_node, duplicate_node | | component (13) | add_component, set_component_property, get_components, remove_component, set_component_reference, add_click_event, add_components_batch, set_component_references_batch, add_click_events_batch, set_label_style, apply_widget, draw_rounded_rect, apply_gradient | | asset (2) | import_asset, query_asset_uuid | | prefab (2) | create_prefab, instantiate_prefab | | referenceImage (3) | add_reference_image, set_reference_image_data, remove_reference_image |

MCP tool name = <category>_<method> (e.g. node_create_node, referenceImage_add_reference_image). A category must not contain an underscore — dispatch splits on the FIRST underscore.

Highlights (added per build-experience feedback)

  • color is forgiving: set_component_property/set_node_property/tree specs accept {r,g,b,a},

[r,g,b,a], or a hex string ("#161718").

  • create_node_tree: build an entire node + component + property subtree in ONE call (returns uuids).
  • draw_rounded_rect: native rounded backgrounds/borders via cc.Graphics — no texture hacks.
  • apply_gradient: bakes a rounded gradient PNG and binds it as a spriteFrame — real gradient

buttons/badges (cc.Graphics fill is solid-only).

  • set_component_reference + add_click_event: wire ScrollView.content, Widget.target,

button handlers, etc.

  • Enum names: enum props accept names (type:"VERTICAL", sizeMode:"CUSTOM") as well as numbers.
  • import_asset auto-creates the destination folder, auto-rasterizes SVG-content files, and fails

loudly instead of silently importing nothing. spriteFrame assignment preserves node size.

Figma → Cocos workflow

  1. Read the design with the Figma MCP (positions, sizes, colors, text).
  2. scene_get_scene_hierarchy → find the Canvas uuid.
  3. (optional) export a screenshot from Figma → asset_import_asset

referenceImage_add_reference_image { spriteFrameUuid } to trace it.

  1. node_create_node per element → component_add_component (cc.Sprite/cc.Label/

cc.Button/cc.Widget/cc.Layout) → component_set_component_property (string, fontSize, color, spriteFrame) → node_set_node_transform to place/size.

  1. For images: asset_import_asset returns spriteFrameUuid — pass that to

set_component_property property:"spriteFrame" (it persists; the texture uuid does not).

  1. Reusable bits: prefab_create_prefabprefab_instantiate_prefab.
  2. scene_save_scene.

Notes & limitations (3.x specifics)

  • capture_node (edit-mode) — 3.x has no immediate-mode camera.render(node), so we

render through a temporary off-screen cc.Camera + cc.RenderTexture framed on the node's world bounds, force a frame, then readPixels() (falls back to borrowing the scene camera). The scene side returns base64 RGBA (bottom-up); the main side flips + PNG-encodes to disk and returns the path. Works in edit mode at the node's own aspect; maxSize caps the longest side (default 720). You can also verify by DATA with get_scene_hierarchy / get_components.

  • One render component per node (3.8.x)cc.Sprite, cc.Graphics, cc.Label,

cc.RichText all derive from cc.UIRenderer and remain mutually exclusive on a node (verified: adding cc.Sprite next to cc.Graphics throws a conflict error). So a node can't have both draw_rounded_rect (Graphics) and apply_gradient/spriteFrame (Sprite) — apply_gradient auto-routes to a child gradient_bg node when the target already has a render component, and add_component surfaces the engine's conflict message.

  • Reference image is simulated — Cocos has a native reference-image gizmo, but to keep the

workflow we add a low-opacity Sprite node __ReferenceImage__ behind the UI. Remove it before shipping (remove_reference_image); it is a real scene node.

  • Editor Hierarchy/Inspector refresh on the next reselect/reload after raw-runtime

mutations. Each mutating tool records a snapshot (so undo works and the scene is marked dirty); the live scene/canvas updates immediately.

  • No main-process hot-reload: editing main.js/core//tools//scene/ during

development requires a full editor restart (Developer → Reload Extensions/Editor). At runtime this is irrelevant — the server starts on project open.

  • spriteFrame: importing a PNG yields a texture and a sprite-frame sub-asset. Bind the

sub-asset uuid (returned as spriteFrameUuid). In 3.x these sub-assets have stable uuid suffixes (<uuid>@f9941 spriteFrame, <uuid>@6c48a texture); assetdb.importFiles verifies them via asset-db:query-url before returning.

  • Verified editor messages (3.8.x): scene execute-scene-script / save-scene / open-scene /

snapshot; asset-db:query-uuid / query-url / import-asset / create-asset / refresh-asset. Prefab create uses the scene create-prefab message where available, with a manual drag-to-Assets fallback.

Security

The HTTP server binds 127.0.0.1 and only serves loopback requests that carry no Origin header (i.e. the Node bridge, not a browser). This prevents a malicious web page from POSTing to http://127.0.0.1:8585/rpc to drive the editor or write files, and the loopback Host check blocks DNS-rebinding. Do not expose the port beyond localhost.

Tests

  • Unit (pure logic — colors, enums, PNG encoder, gradient, SVG sniff; no editor needed):
  node test/unit.test.js
  • Integration (error/edge paths for the scene & component tools; needs the editor running with a

scene open — creates a temp container node and deletes it afterwards): `` node test/integration.test.js --port 8585 ``

  • See test/manual-checklist.md for the per-tool manual verification steps.

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