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PlayCanvas MCP Server

MCP Server

Automate PlayCanvas Editor with LLM-driven tools

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About

The PlayCanvas MCP Server enables large language models to control the PlayCanvas Editor via a suite of tools for managing entities, assets, scenes, and store interactions. It streamlines game development workflows by automating repetitive tasks.

Capabilities

Resources
Access data sources
Tools
Execute functions
Prompts
Pre-built templates
Sampling
AI model interactions

PlayCanvas Editor MCP Demo

Overview

The Mcp Editor server is a specialized Model Context Protocol implementation that bridges large‑language models (LLMs) with the PlayCanvas web‑based game engine editor. By exposing a rich set of tools that mirror the core functionalities of the PlayCanvas UI—such as entity manipulation, asset management, scene configuration, and store queries—it enables an LLM to act as a fully‑powered, automated editor. This solves the problem of manual, repetitive workflow steps that developers often perform in PlayCanvas, allowing an assistant to interpret natural language commands and directly modify projects in real time.

For developers integrating AI assistants into their creative pipelines, this server offers a turnkey solution to control PlayCanvas programmatically. Instead of toggling UI controls or writing scripts, an LLM can issue high‑level directives like “create a new terrain entity with a grass material” or “duplicate the player character and reparent it under the scene root.” The server translates these intents into concrete API calls, updates the editor state, and returns immediate feedback. This capability is particularly valuable for rapid prototyping, iterative design, or automated testing scenarios where speed and precision are paramount.

Key features of the Mcp Editor include:

  • Entity Toolkit – Full CRUD operations on scene entities, component management, and reparenting.
  • Asset Suite – Listing, creating, deleting assets; instantiating template assets; editing script text and parsing scripts; setting material properties.
  • Scene Controls – Querying and modifying global scene settings such as lighting or physics parameters.
  • Store Integration – Searching, retrieving, and downloading assets from the PlayCanvas store directly within an LLM session.

These tools are grouped into logical categories, making it straightforward for the assistant to discover and invoke the right operation. The server’s design also supports advanced features like auto‑run mode in Cursor, allowing the LLM to execute tools without manual approval each time—a trade‑off that can significantly accelerate workflow once the user is comfortable with the system.

Typical use cases span a wide range of development scenarios. Designers can ask an assistant to assemble complex scenes from scratch, while engineers might use it to automate repetitive asset uploads or batch‑modify component properties. QA teams could leverage the store integration to fetch test assets on demand, and educators can demonstrate game development concepts by letting students interact with PlayCanvas through natural language. In all these contexts, the Mcp Editor transforms an LLM from a passive chat partner into an active, state‑aware collaborator that directly manipulates the game engine’s environment.