What is Funplay MCP for Cocos?
Funplay MCP for Cocos, from FunplayAI, is a Cocos Creator 3.8 extension that embeds an HTTP MCP server in the editor so an AI client can inspect and change a running project. Its main tool, execute_javascript, runs code either in the active scene or in the editor itself; around it sit tools for the scene hierarchy, prefabs, assets and their dependencies, script diagnostics, logs, screenshots, preview control and mouse and keyboard simulation.
The default core profile exposes 39 tools, the full profile 106, and a custom profile lets you switch categories or single tools on and off. A panel writes the client configuration for 11 clients, including Claude Code, Cursor, Codex, VS Code, Trae and Kiro, and an npm wrapper bridges stdio clients to the HTTP endpoint.
The repository opened on 14 April 2026, is MIT-licensed, had about 395 GitHub stars when we checked, and released v0.7.2 on 10 November 2026, its 35th release. It is also listed free on the Cocos Store. The same team makes sister servers for Unity, Godot and Unreal.
How to install Funplay MCP for Cocos
git clone https://github.com/FunplayAI/funplay-cocos-mcp.git extensions/funplay-cocos-mcpIs Funplay MCP for Cocos worth it?
Cocos Creator has had little MCP support compared with Unity and Godot, and Funplay fills the gap with an unusual bet: one general tool instead of a hundred narrow ones. execute_javascript runs code in the scene or the editor, so an agent can build a login screen under the active Canvas, attach components and then take a screenshot to check the layout. The 38 other core tools cover the inspection around that, from the hierarchy and prefab references to asset dependencies and recent logs. Keeping the default list to 39 tools, against 106 in full, saves context on every call.
The project ships often and fixes what users hit. It has made 35 releases in seven months, and v0.7.2 rewrote how configuration is written for Trae, VS Code, Codex and OpenCode so it no longer clobbers comments or guesses the wrong file. The global installer verifies a SHA-256 checksum file before installing a release, and v0.7.0 binds each connection URL to one project so an agent cannot edit the wrong game when two editors are open.
The catch: there is no authentication. The server listens on 127.0.0.1 by default, and the README warns that binding it to a network address exposes unauthenticated editor access. The project token added in v0.7.0 is, in the README's own words, routing protection, not authentication. The safety checks on execute_javascript block obvious deletes, path traversal and child_process, but the README calls them a guardrail rather than a sandbox, and a call can switch them off with safety_checks: false. Any process on your machine that can reach the port can run code in your editor.
Our take: for a solo developer or a small studio working on one machine, this is the most complete way to let an agent touch a Cocos project. Keep it on localhost, keep the project in git, and read the scripts the agent sends before letting it switch safety checks off.
Where it earns its place
A solo developer making a mobile puzzle game
Lay out a settings and login screen without dragging nodes by hand
Ask the agent to build the UI with execute_javascript, then call capture_scene_screenshot and adjust. Free; review the generated nodes before committing the scene.
A four-person studio shipping HTML5 games
Find broken prefab references and missing assets before a build
Run validate_prefab_references, validate_asset_dependencies and run_script_diagnostics through the agent and have it fix what it finds. Saves a manual sweep before each release.
A QA engineer at a casual-games company
Reproduce a bug that needs a sequence of clicks in preview
Switch to the full profile, start preview and drive simulate_mouse_drag with frame-paced timing against a fresh screenshot, then read get_recent_logs for the error.
Before you commit
- Setup
- Install from the Cocos Store or clone into the project's extensions folder, open Funplay > MCP Server, then use One-Click Configure for your client. Install for All Projects puts one copy in Cocos Creator's global extensions folder.
- Integrations
- HTTP MCP endpoint in the editor plus an npm stdio wrapper (funplay-cocos-mcp); one-click config for Claude Code, Cursor, Codex, VS Code, Trae, Kiro, Qoder, Kimi Code, OpenCode, CodeBuddy and DeepSeek Harness; project Skills installed per client.
- Data and privacy
- Runs inside your editor; scene data and code go to your model provider through the client. The server binds to 127.0.0.1 on a per-project port in 20000 to 29999 and has no authentication; the README warns that network addresses expose the editor. The panel checks GitHub for updates.
- Cost at scale
- Free under MIT for any team size. Cost is your AI client's usage.
- Limits
- Cocos Creator 3.8+ only; execute_javascript safety checks can be disabled per call; script log capture misses logs from separately required modules; the stdio wrapper needs the editor already running.
What’s good
- Core profile of 39 tools keeps context small
- Scene and editor JavaScript in one tool
- One-click setup for 11 MCP clients
- Frequent releases with checksummed installs
What’s not
- No authentication on the HTTP endpoint
- Safety checks are pattern filters, not a sandbox
- Cocos Creator 3.8 and later only
- Small project: about 395 stars, one organisation
Best for
Cocos Creator 3.8 developers who want an agent to build scenes, fix scripts and check results with screenshots from inside the editor.
Funplay MCP for Cocos alternatives
Funplay MCP for Cocos: common questions
- Is Funplay MCP for Cocos worth it?
- Funplay gives an agent real reach into Cocos Creator and keeps the default tool list short, but its main tool runs arbitrary JavaScript in your editor with only a pattern filter in the way. We rate it 3.8 out of 5.
- How much does Funplay MCP for Cocos cost?
- Free and open source (MIT); also free on the Cocos Store.
- What are the downsides of Funplay MCP for Cocos?
- No authentication on the HTTP endpoint; safety checks are pattern filters, not a sandbox; cocos Creator 3.8 and later only; small project: about 395 stars, one organisation.
- Who is Funplay MCP for Cocos best for?
- Cocos Creator 3.8 developers who want an agent to build scenes, fix scripts and check results with screenshots from inside the editor.
- How much does Funplay MCP for Cocos cost for a team or in production?
- Free under MIT for any team size. Cost is your AI client's usage.
- Is Funplay MCP for Cocos safe for company data?
- Runs inside your editor; scene data and code go to your model provider through the client. The server binds to 127.0.0.1 on a per-project port in 20000 to 29999 and has no authentication; the README warns that network addresses expose the editor. The panel checks GitHub for updates.
- What are the best Funplay MCP for Cocos alternatives?
- The closest alternatives we have reviewed are Godot MCP and Summer Engine MCP.
Answers checked Nov 13, 2026.