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    Editor Mcp Server

    MCP Server for AI automation of the PlayCanvas Editor

    68 stars
    TypeScript
    Updated Oct 9, 2025
    javascript
    mcp
    mcp-server
    playcanvas
    typescript
    vibe-coding
    webgl
    webgpu
    webxr

    Table of Contents

    • Installation
    • Claude Code
    • Codex
    • Claude Desktop
    • Cursor
    • Custom Port
    • Connecting the Editor
    • Editor Driver Coverage
    • Development

    Table of Contents

    • Installation
    • Claude Code
    • Codex
    • Claude Desktop
    • Cursor
    • Custom Port
    • Connecting the Editor
    • Editor Driver Coverage
    • Development

    Documentation

    PlayCanvas Editor MCP Server

    CI

    NPM Version

    License

    Discord

    Reddit

    X

    An MCP server for automating the PlayCanvas Editor with an LLM. The MCP client is built into the Editor — no browser extension needed. Install the server into your MCP client of choice (Claude Code, Codex, Claude Desktop, Cursor, …) and connect the Editor to it.

    Installation

    Requires Node.js 22.18+. The server is published to npm as [@playcanvas/editor-mcp-server](https://www.npmjs.com/package/@playcanvas/editor-mcp-server) — a self-contained, zero-dependency bundle — so every client below runs it with npx. Nothing to clone or build.

    Claude Code

    sh
    claude mcp add playcanvas -- npx -y @playcanvas/editor-mcp-server

    To share the server with everyone working on a repo, commit a .mcp.json to the project root instead:

    json
    {
      "mcpServers": {
        "playcanvas": {
          "command": "npx",
          "args": ["-y", "@playcanvas/editor-mcp-server"]
        }
      }
    }

    Codex

    The Codex CLI and the Codex app share ~/.codex/config.toml, so one command covers both:

    sh
    codex mcp add playcanvas -- npx -y @playcanvas/editor-mcp-server

    [!NOTE]

    On Windows, use codex mcp add playcanvas -- cmd /c npx -y @playcanvas/editor-mcp-server. If the server times out on first run (while npx downloads the package), raise startup_timeout_sec under [mcp_servers.playcanvas] in ~/.codex/config.toml. ChatGPT itself only supports remote MCP connectors, so Codex is the OpenAI surface to use.

    Claude Desktop

    Go to Claude > Settings > Developer > Edit Config and add to claude_desktop_config.json:

    json
    {
      "mcpServers": {
        "playcanvas": {
          "command": "npx",
          "args": ["-y", "@playcanvas/editor-mcp-server"]
        }
      }
    }

    [!NOTE]

    On Windows, use "command": "cmd" and "args": ["/c", "npx", "-y", "@playcanvas/editor-mcp-server"].

    Cursor

    Select File > Preferences > Cursor Settings > MCP > Add new global MCP server and add the same JSON as for Claude Desktop.

    Custom Port

    The server listens for the Editor on WebSocket port 52000 by default. To change it, append --port to the npx args and set the same port in the Editor's MCP popover.

    Connecting the Editor

    1. Open your project in the PlayCanvas Editor.

    2. Click the MCP button at the bottom of the toolbar (below the Publish button).

    3. Check that the port matches your MCP config (default 52000) and click CONNECT.

    You can now issue commands from your MCP client.

    [!NOTE]

    Only one Editor instance can be connected to the MCP server at a time.

    Editor Driver Coverage

    All tools act on the project open in the connected Editor. The server does not discover, select, create, delete, transfer, or administer projects, and project IDs are not tool inputs.

    CategoryDriver coverageTools
    EntityExact reads, filtered lists, resolution, search, script lookup, creation, schema-safe batch edits, duplication, hierarchy changes, deletion and component lifecyclelist_entities, get_entity, resolve_entities, search_entities, find_entities_by_script, create_entities, modify_entities, duplicate_entities, reparent_entity, delete_entities, add_components, remove_components
    ScriptsAsset text reads and writes, parsing, attachment, attributes, ordering and removalget_asset_text, set_asset_text, set_script_text, script_parse, add_script_component_script, attach_script, add_entity_scripts, remove_entity_scripts, move_entity_script
    AssetsExact reads, reference graphs, native creation, streamed upload and atomic download up to 512 MiB, schema-safe edits, moves, duplication, source replacement, reimport, deletion and materialslist_assets, get_asset, get_asset_references, create_assets, upload_assets, modify_assets, move_assets, duplicate_assets, replace_asset, reimport_assets, download_asset, delete_assets, set_material_diffuse, set_material_properties
    TemplatesInstantiation and instance override inspection, application, reversion and unlinkinginstantiate_template_assets, get_template_overrides, apply_template_overrides, revert_template_overrides, unlink_template_instances
    AnimationAnimation state graph reads and edits, mapping-safe state renames and animation eventsget_anim_state_graph, modify_anim_state_graph, get_animation_events, modify_animation_events
    ProcessingLightmaps, model unwrap and cancellation, texture conversion, atlases, cubemaps, fonts, metadata, compressed variants, prefiltering, sprites and bundlesbake_lightmaps, unwrap_model_asset, cancel_model_unwrap, convert_texture_asset, create_texture_atlas, create_cubemap_from_texture, process_font_asset, generate_texture_metadata, process_texture_variants, prefilter_cubemap, clear_cubemap_prefilter, modify_sprite_asset, modify_bundle_asset
    SceneExact reads, listing, loading, creation, duplication, rename, deletion and scene settingslist_scenes, get_scene, load_scene, create_scene, duplicate_scene, rename_scene, delete_scene, query_scene_settings, modify_scene_settings
    SettingsScoped project, private, user, session and scene settings reads and editsquery_settings, modify_settings, query_project_settings, modify_project_settings
    ViewportCamera and viewport state, visibility, capture and focusquery_viewport_state, set_viewport_state, query_viewport_visibility, set_viewport_visibility, capture_viewport, focus_viewport, focus_camera
    EditorSelection, edit-time logs, transform gizmo state, undo and redoget_selection, set_selection, clear_selection, read_editor_logs, set_transform_gizmo, undo, redo
    BuildsListing, exact reads, creation options, streamed downloads, primary build selection and deletionlist_builds, get_build, create_build, download_build, set_primary_build, delete_build
    StorePlayCanvas Store search and import, licenses, Sketchfab search and import, and My Assets search and importstore_search, store_get, store_download, list_store_licenses, sketchfab_search, sketchfab_get, sketchfab_import, my_assets_search, my_assets_import
    RuntimeLaunch lifecycle and options, screenshots, logs, live state inspection and keyboard, mouse and touch inputlaunch_start, launch_stop, capture_runtime, read_runtime_logs, query_runtime_state, inject_input
    VCSBranches, checkpoints, restore and hard reset, merges, conflict resolution and checkpoint diffsvcs_status, list_branches, create_branch, switch_branch, close_branch, open_branch, delete_branch, list_checkpoints, create_checkpoint, get_checkpoint, restore_checkpoint, hard_reset_checkpoint, start_merge, get_merge, resolve_conflicts, get_conflict_file, apply_merge, cancel_merge, diff_checkpoints

    Asset transfers over 20 MiB use 1 MiB chunks. The server reads and writes local files incrementally, while the Editor spools uploads to browser storage and consumes downloads as streams instead of buffering the entire transfer in memory.

    The Runtime tools drive a real Launch instance (the Editor's Launch button) so an agent can verify that a scene actually *runs*: screenshot the running app, read its console output, query live entity state, and inject keyboard/mouse/touch input. Allow pop-ups for the editor origin so launch_start can open the launch window — it reuses your existing PlayCanvas login session.

    Every tool returns a consistent { data, meta } envelope: meta.status is ok or error (with an actionable message), list tools paginate via limit/offset and meta.nextCursor, and mutating tools return the resulting entity/asset summaries so follow-up list calls are rarely needed.

    Development

    To hack on the server itself, ensure you have Node.js 22.18 or later installed. Follow these steps:

    1. Clone the repository:

    sh
    git clone https://github.com/playcanvas/editor-mcp-server.git
        cd editor-mcp-server

    2. Install dependencies:

    sh
    npm install

    3. Start the server (Node runs the TypeScript source directly — no build step):

    sh
    npm run watch

    4. Point your MCP client at the checkout instead of the npm package with "command": "node" and "args": ["/path/to/editor-mcp-server/src/server.ts"].

    npm run debug starts the server under the MCP Inspector and npm run build produces the self-contained bundle that gets published.

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