Editor MCP Server

by playcanvas• 149•• Scanned•Claim this listing•Request removal
Productivity & Workflowclaudeclaude aiclaude code pluginclaude skillscodex

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 Code · Terminal
claude mcp add editor-mcp-server -- npx -y @playcanvas/editor-mcp-server
Claude Desktop · claude_desktop_config.json
{
  "mcpServers": {
    "editor-mcp-server": {
      "command": "npx",
      "args": [
        "-y",
        "@playcanvas/editor-mcp-server"
      ]
    }
  }
}
Cursor · .cursor/mcp.json
{
  "mcpServers": {
    "editor-mcp-server": {
      "command": "npx",
      "args": [
        "-y",
        "@playcanvas/editor-mcp-server"
      ]
    }
  }
}
VS Code · Terminal
code --add-mcp '{"name":"editor-mcp-server","command":"npx","args":["-y","@playcanvas/editor-mcp-server"]}'

What Editor MCP Server can touch

  • Run shell commandsFound in the code by our scan
  • Run dynamic codeNot seen in this scan
  • Read or write filesNot seen in this scan
  • Read environment and secretsNot seen in this scan
  • Control a web browserNot seen in this scan
  • Connect to databasesListed as a tool: query_scene_settings
  • Read or send messagesNot seen in this scan
  • Touch money or tradingNot seen in this scan
  • 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

  1. Pin the version you reviewed instead of always installing the latest release.
  2. 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_entities

    Create 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_entities

    Set 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_entities

    Duplicate 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_entity

    Move 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_entities

    Permanently 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_entity

    Get the complete edit-time JSON for one entity by resource_id.

  • list_entities

    List 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_entities

    Resolve 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_components

    Add 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_components

    Remove 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_script

    Add 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_script

    Attach 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_scripts

    Attach a parsed script to one or more entities, creating script components when needed.

  • remove_entity_scripts

    Remove a script from one or more entities.

  • move_entity_script

    Move a script to a new execution-order index on an entity.

  • search_entities

    Fuzzy-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_script

    List 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_assets

    Create 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_assets

    List 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_asset

    Get the complete JSON for one project asset by id.

  • get_asset_references

    List the project assets, entities, or settings that reference an asset.

  • delete_assets

    Permanently 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_assets

    Instantiate 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_assets

    Upload 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_assets

    Edit 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_assets

    Move assets to a folder in the designated project and wait until their paths update. Omit folderId to move them to the root.

  • duplicate_assets

    Duplicate assets in their current folders and return the created asset summaries.

  • replace_asset

    Replace references to one asset with another asset.

  • reimport_assets

    Re-run the import pipeline for existing source assets and return succeeded and failed entries.

  • download_asset

    Download an asset to a local file. Downloads are limited to 512 MiB and never overwrite unless overwrite=true.

  • get_template_overrides

    Read the current apply/revert override records for a template instance.

  • apply_template_overrides

    Apply all overrides from a template instance, or only the supplied override records.

  • revert_template_overrides

    Revert all overrides on a template instance, or only the supplied override records.

  • unlink_template_instances

    Unlink template instances while keeping their current entity data.

  • set_material_diffuse

    Set 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_properties

    Set 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_text

    Read 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_text

    Overwrite the full contents of a CSS, HTML, JSON, script, shader, or text asset.

  • set_script_text

    Overwrite 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_parse

    Parse 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

claudeclaude-aiclaude-code-pluginclaude-skillscodexmcpmcp-serverplaycanvasplugintypescriptvibe-codingwebglwebgpuwebxr

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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