Cocos V2 Ui
БесплатноНе проверенEnables MCP clients to control Cocos Creator 2.x for UI design, such as translating Figma designs into Cocos scenes by creating nodes, components, and prefabs.
Описание
Enables MCP clients to control Cocos Creator 2.x for UI design, such as translating Figma designs into Cocos scenes by creating nodes, components, and prefabs.
README
MCP server (UI-design tools) for Cocos Creator 2.x (verified on 2.4.11), 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 the 3.8.x cocos-mcp-server. 2.x differs fundamentally:
the scene bridge is the callback-based Editor.Scene.callSceneScript, node size/anchor
live on the node (no UITransform), 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.Scene.callSceneScript
scene.js (scene proc, cc.* live)
- Editor package (
main.js,core/,tools/,scene.js,scene/) runs inside Cocos Creator.main.jsstarts an HTTP server (core/server.js) exposingGET /health,POST /rpc {tool,args},GET /tools, and a statelessPOST /mcp. - Bridge (
bridge/) is a separate Node process Claude spawns. It speaks the MCP protocol over stdio (via the official SDK) and proxiestools/list+tools/callto the editor's HTTP/tools+/rpc. Keeping MCP-spec compliance out of the editor's old Node. - Single-responsibility / DRY: tool modules are thin (schema + delegate). Everything
crossing into the scene goes through one
core/scene-bridge.js#callScene; onecore/response.jsshape; scene-side has oneresolveNode, oneserialize, oneapplyTransform.
Install
- Symlink (or copy) this folder into the project's
packages/:ln -s /Users/nguyennt/Documents/MCP/cocos-mcp-v2-ui \ /Users/nguyennt/Documents/Cocos/testMCP/packages/cocos-mcp-v2-ui - Install the bridge deps once:
cd bridge && npm install. - Open the project in Cocos Creator 2.4.x. The package auto-starts the server on
port 8585 (
autoStart: true). Panel: menu Extension → Cocos MCP v2 UI.
Connect to Claude Code
claude mcp add cocos-ui --transport stdio -- \
node /Users/nguyennt/Documents/MCP/cocos-mcp-v2-ui/bridge/bin/cocos-ui-bridge.js --port 8585
Verify: /mcp in Claude lists cocos-ui connected and the 32 tools. The editor must be
running with a scene open for scene tools to work (otherwise they return No active scene).
Tools (32)
| Category | Tools |
|---|---|
| ping | ping |
| scene | get_current_scene, get_scene_hierarchy, open_scene, save_scene, capture_node |
| node | create_node, create_node_tree, get_node_info, find_nodes, set_node_transform, set_node_property, set_node_properties_batch, set_sibling_index, delete_node, duplicate_node |
| component | add_component, set_component_property, get_components, set_component_reference, add_click_event, set_label_style, apply_widget, draw_rounded_rect, apply_gradient |
| asset | import_asset, query_asset_uuid |
| prefab | create_prefab, instantiate_prefab |
| referenceImage | add_reference_image, set_reference_image_data, remove_reference_image |
Highlights (added per build-experience feedback)
coloris 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).capture_node: render a node/Canvas to a PNG on disk so the agent can see and self-correct.draw_rounded_rect: native rounded backgrounds/borders viacc.Graphics— no texture hacks.apply_gradient: bakes a rounded gradient PNG and binds it as a spriteFrame — real gradient buttons/badges (cc.Graphicsfill is solid-only).set_component_reference+add_click_event: wireScrollView.content,Widget.target, button handlers, etc.- Enum names: enum props accept names (
type:"VERTICAL",sizeMode:"CUSTOM") as well as numbers. import_assetauto-creates the destination folder, auto-rasterizes SVG-content files, and fails loudly instead of silently importing nothing. spriteFrame assignment now preserves node size.
MCP tool name = <category>_<method> (e.g. node_create_node,
referenceImage_add_reference_image).
Figma → Cocos workflow
- Read the design with the Figma MCP (positions, sizes, colors, text).
scene_get_scene_hierarchy→ find theCanvasuuid.- (optional) export a screenshot from Figma →
asset_import_asset→referenceImage_add_reference_image { spriteFrameUuid }to trace it. node_create_nodeper 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_transformto place/size.- For images:
asset_import_assetreturnsspriteFrameUuid— pass that toset_component_property property:"spriteFrame"(it persists; the texture uuid does not). - Reusable bits:
prefab_create_prefab→prefab_instantiate_prefab. scene_save_scene.
Notes & limitations (2.x specifics)
capture_nodeframing (edit-mode) — in the editor (not Play), only a screen-aligned camera renders to an off-screen texture; a custom orthographic projection comes back blank. Socapture_noderenders through the scene's game camera at the scene's design resolution. It captures correctly when the UI is authored at that design resolution; a node much larger than the design resolution is framed to the design-res region (not the whole node). Tip: set the scene's design resolution to your screen size (e.g. 1080×2400) for full-screen captures.- One render component per node (2.x) —
cc.Sprite,cc.Graphics,cc.Label,cc.RichTextall derive fromcc.RenderComponentand are mutually exclusive on a node. So a node can't have bothdraw_rounded_rect(Graphics) andapply_gradient/spriteFrame(Sprite). This is an engine rule, not a tool bug —add_componentreports the exact conflict, andapply_gradientauto-applies to a child node when the target already has a render component. - Reference image is simulated — Cocos 2.x has no native reference-image gizmo. We add
a low-opacity
Spritenode__ReferenceImage__behind the UI. Remove it before shipping (remove_reference_image); it is a real scene node. - Editor Hierarchy/Inspector may not refresh instantly after mutations made through the cc runtime — the live scene/canvas does update; reselect a node or reload the scene to refresh the panels. Not a tool failure.
- No main-process hot-reload in 2.4.x: editing
main.js/core//tools//scene/during development requires a full editor restart (Developer → Reload Editor). At runtime this is irrelevant — the server starts on project open. - spriteFrame: importing a PNG yields a texture and a
sprite-framesub-asset. Bind the sub-asset uuid (returned asspriteFrameUuid). Passing a texture uuid is handled as a best-effort wrap but does not persist on save. - Verified editor IPC (2.4.11): save
scene:stash-and-save, openscene:open-by-uuid, asset query/importasset-db:query-uuid-by-url/asset-db:import-assets, prefab createscene:create-prefab(url, serialized-content) via the_Scene.PrefabUtilsrecipe.
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.mdfor the per-tool manual verification steps.
Установка Cocos V2 Ui
У этого сервера нет опубликованного пакета — он собирается из исходников. Открой репозиторий и следуй инструкции в README.
▸ github.com/nguyennt02/cocos-mcp-v2-uiFAQ
Cocos V2 Ui MCP бесплатный?
Да, Cocos V2 Ui MCP бесплатный — установка в пару кликов через Unyly без оплаты.
Нужен ли API-ключ для Cocos V2 Ui?
Нет, Cocos V2 Ui работает без API-ключей и переменных окружения.
Cocos V2 Ui — hosted или self-hosted?
Self-hosted: сервер запускается локально на твоей машине командой из раздела установки.
Как установить Cocos V2 Ui в Claude Desktop, Claude Code или Cursor?
Открой Cocos V2 Ui на unyly.org, выбери вкладку своего клиента (Claude Desktop, Claude Code, Cursor) и нажми Install — конфиг сгенерируется автоматически, без правки JSON.
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