Editor MCP Server
MCP Server for AI automation of the PlayCanvas Editor
Editor MCP Server is an open-source mcp server by playcanvas, written mainly in TypeScript, with 149 GitHub stars and the MIT license. Its code was last updated Oct 29, 2026. The latest npm release is @playcanvas/editor-mcp-server 0.7.1, published Sep 9, 2026, with 230 downloads last week.
Scan summary: scanned Nov 5, 2026 at commit 2383d7a. Seen able to run shell commands, connect to databases. Scan policy
How to install Editor MCP Server
Built from the start command in the project's README: npx -y @playcanvas/editor-mcp-server. Check the README for required keys or settings.
claude mcp add editor-mcp-server -- npx -y @playcanvas/editor-mcp-server{
"mcpServers": {
"editor-mcp-server": {
"command": "npx",
"args": [
"-y",
"@playcanvas/editor-mcp-server"
]
}
}
}{
"mcpServers": {
"editor-mcp-server": {
"command": "npx",
"args": [
"-y",
"@playcanvas/editor-mcp-server"
]
}
}
}code --add-mcp '{"name":"editor-mcp-server","command":"npx","args":["-y","@playcanvas/editor-mcp-server"]}'What Editor MCP Server can touch
- Seen in this scan, either in the code or while it ran.Run shell commandsFound in the code by our scan
- Our checks did not find this. The tool may still do it.Run dynamic codeNot seen in this scan
- Our checks did not find this. The tool may still do it.Read or write filesNot seen in this scan
- Our checks did not find this. The tool may still do it.Read environment and secretsNot seen in this scan
- Our checks did not find this. The tool may still do it.Control a web browserNot seen in this scan
- The server lists a tool that does this.Connect to databasesListed as a tool: query_scene_settings
- Our checks did not find this. The tool may still do it.Read or send messagesNot seen in this scan
- Our checks did not find this. The tool may still do it.Touch money or tradingNot seen in this scan
- Our checks did not find this. The tool may still do it.Connect to the internetNo connections seen while running
"Not seen" means our checks did not find it, and the tool may still do it. Covers commit 2383d7a, Nov 5, 2026. See the scan policy.
Before you install Editor MCP Server
AgenticMart scanned Editor MCP Server on Nov 5, 2026 with automated checks for hidden code, known-malicious packages, leaked secrets and vulnerable dependencies. The result covers one commit under our scan policy, so review what access you give it and check any advisories shown here.
What it can access
- An MCP server is a program your AI app starts and talks to. A local one runs with your user's permissions: it can see the files, environment variables and network your account can.
Before you install
- Pin the version you reviewed instead of always installing the latest release.
- Read the tool list or scripts before the first run, and keep approval prompts on for actions that write, send or delete.
- Maintained by playcanvas on GitHub, 149 stars and 33 forks. Popularity is not proof of safety.
- Last code change: Oct 29, 2026.
- Open-source license: MIT.
Tools Editor MCP Server exposes (130)
Listed by the server itself during our scan of commit 2383d7a.
create_entitiesCreate one or more entities (optionally nested hierarchies) in the current scene. Use this to add new objects: cameras, lights, models, UI, empty groups, etc. Coordinates are local to the parent; rotation is euler degrees; scale is a multiplier. Returns the created entity summaries inline (resource_
modify_entitiesSet or unset properties on existing entities by dot-notation path. Valid top-level paths: "name", "enabled", "position" ([x,y,z] local), "rotation" ([x,y,z] euler degrees), "scale" ([x,y,z]), "tags". Component properties use "components.<type>.<prop>", e.g. "components.light.intensity", "components.
duplicate_entitiesDuplicate existing entities (including their children) in place under the same parent. Returns the new entity summaries. Set rename=true to auto-suffix names to avoid duplicates. When NOT to use: to create a reusable prefab across scenes (create a template asset instead) or to build a brand-new enti
reparent_entityMove an entity to a new parent in the hierarchy, optionally at a specific child index. Set preserveTransform=true to keep the entity at the same world position after moving. Returns the moved entity summary (including its new hierarchy path). When NOT to use: to change position/rotation values direc
delete_entitiesPermanently delete entities and all of their descendants. This is destructive and not undoable via this tool. The scene root cannot be deleted. Returns { deleted: <count> }. When NOT to use: to temporarily hide an entity (set enabled=false via modify_entities instead) or to remove a single component
get_entityGet the complete edit-time JSON for one entity by resource_id.
list_entitiesList entities in the current scene, returning compact summaries by default (resource_id, name, hierarchy path, parent, enabled, tags, component names). Results are paginated: use limit (default 50) and offset to page through large scenes; the response meta includes total, count, hasMore and nextCurs
resolve_entitiesResolve entities by name into their resource_ids and hierarchy paths, so you can drive follow-up calls without shuttling UUIDs. By default matches case-insensitive substrings; set exact=true to match the full name. Returns summaries (resource_id, name, path, components). An empty result is a success
add_componentsAdd one or more components to an existing entity (camera, light, render, collision, rigidbody, element, screen, script, sound, etc.). Pass each component's initial data under its name. Returns the updated entity summary. Physics note: rigidbody/collision components only simulate when the project has
remove_componentsRemove one or more components from an entity by component name. Returns the updated entity summary. When NOT to use: to delete the whole entity (use delete_entities) or to just disable a component (set components.<name>.enabled=false via modify_entities).
add_script_component_scriptAdd a named script to an entity that ALREADY has a script component. Returns the updated entity summary. When NOT to use: if the entity has no script component yet, prefer attach_script, which creates the component and attaches the script in one call.
attach_scriptAttach a script to an entity in one step: creates the script component if missing, then adds the named script. This consolidates the common "add script component" + "add script" flow. Returns the updated entity summary. Note: the script must already exist as a parsed script asset (create one with cr
add_entity_scriptsAttach a parsed script to one or more entities, creating script components when needed.
remove_entity_scriptsRemove a script from one or more entities.
move_entity_scriptMove a script to a new execution-order index on an entity.
search_entitiesFuzzy-search entities by name and return the best matches ranked by relevance (each as a compact summary). Use this to find an entity when you only know part of its name. When NOT to use: to filter by component or tag (use list_entities) or to find entities using a script (use find_entities_by_scrip
find_entities_by_scriptList the entities whose script component uses a given (registered) script name. Returns compact entity summaries. When NOT to use: to search entities by name (use search_entities) or to read a script's source (use get_asset_text).
create_assetsCreate one or more native data/text assets. Imported binary assets use upload_assets. Each asset is { type, options }; options vary by type (e.g. material takes data, script takes filename/text, template takes an entity id). Successful batches return the existing asset-summary array. Failed batches
list_assetsList project assets, returning compact summaries by default (id, name, type, folder, tags). Results are paginated: use limit (default 50) and offset; the response meta includes total, count, hasMore and nextCursor. Filter with type, name (case-insensitive contains) and/or tag. Use full=true only whe
get_assetGet the complete JSON for one project asset by id.
get_asset_referencesList the project assets, entities, or settings that reference an asset.
delete_assetsPermanently delete assets by id. This is destructive; entities referencing the deleted assets will lose those references. Returns { deleted: <count> }. When NOT to use: to remove an asset reference from an entity without deleting the asset itself (use modify_entities).
instantiate_template_assetsInstantiate template assets into the scene, creating entity hierarchies from them. Returns the created entity summaries. When NOT to use: for non-template assets (only type="template" assets can be instantiated) or to build an entity from scratch (use create_entities).
upload_assetsUpload local files into the designated project, or replace an existing asset source by providing its id. Files are limited to 512 MiB each; the result separates succeeded and failed entries.
modify_assetsEdit asset name, tags, preload, or data paths. Array operations are supported under data.*. Anim state graph structure and animation events require their dedicated mutation tools.
move_assetsMove assets to a folder in the designated project and wait until their paths update. Omit folderId to move them to the root.
duplicate_assetsDuplicate assets in their current folders and return the created asset summaries.
replace_assetReplace references to one asset with another asset.
reimport_assetsRe-run the import pipeline for existing source assets and return succeeded and failed entries.
download_assetDownload an asset to a local file. Downloads are limited to 512 MiB and never overwrite unless overwrite=true.
get_template_overridesRead the current apply/revert override records for a template instance.
apply_template_overridesApply all overrides from a template instance, or only the supplied override records.
revert_template_overridesRevert all overrides on a template instance, or only the supplied override records.
unlink_template_instancesUnlink template instances while keeping their current entity data.
set_material_diffuseSet only the diffuse (base) color of a material. Color is [r,g,b] in 0-1. When NOT to use: to change any other material property, or to set several properties at once (use set_material_properties).
set_material_propertiesSet any combination of properties on a material asset in one call (diffuse, emissive, metalness, gloss/shininess, opacity, maps, etc.). Only the provided fields are changed; all fields are optional. Colors are [r,g,b] 0-1; map fields take asset ids. Returns the updated asset summary. When NOT to use
get_asset_textRead the full text contents of a text-based asset (script, text, json, css, html, or shader), returned as text. When NOT to use: to read a script's declared name or attribute definitions (use script_parse), to read binary assets like textures or models, or to list assets (use list_assets).
set_asset_textOverwrite the full contents of a CSS, HTML, JSON, script, shader, or text asset.
set_script_textOverwrite the source code of an existing script asset. Provide the full file contents in text. After changing the code, call script_parse so the editor re-reads the script's name and attributes. When NOT to use: to attach a script to an entity (use attach_script) or to create the script asset itself
script_parseParse a script asset to extract its declared script name(s) and attribute definitions. Run this after set_script_text. Returns the parsed script metadata. When NOT to use: to read entity-level script attribute values (use list_entities/modify_entities).
Editor MCP Server is an open-source mcp server by playcanvas, written mainly in TypeScript. MCP Server for AI automation of the PlayCanvas Editor
At a glance
- Stars
- 149
- Forks
- 33
- Language
- TypeScript
- License
- MIT
- Created
- Mar 2025
- Last update
- Oct 29, 2026
- Type
- MCP Server
- Price
- Free
Topics
Questions about Editor MCP Server
What is Editor MCP Server?
MCP Server for AI automation of the PlayCanvas Editor
Who maintains Editor MCP Server?
Editor MCP Server is maintained by playcanvas on GitHub (playcanvas/editor-mcp-server). AgenticMart lists it from public repository data.
Is Editor MCP Server safe to use?
AgenticMart scanned Editor MCP Server on Nov 5, 2026 with automated checks for hidden code, known-malicious packages, leaked secrets and vulnerable dependencies. The result covers one commit under our scan policy, so review what access you give it and check any advisories shown here.
What license does Editor MCP Server use?
It is published under the MIT license.
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