Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add lightblink/cocos-creator-local-mcp --skill cocos-creator-gameplay-architecturegit clone --depth 1 https://github.com/lightblink/cocos-creator-local-mcpWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-creator-gameplay-architecture)<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-creator-gameplay-architecture"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-creator-gameplay-architecture/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-creator-gameplay-architecture"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-creator-gameplay-architecture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00097 | $0.02649 |
| Opus 5 | $0.00048 | $0.01324 |
| Sonnet 5 | $0.00019 | $0.00530 |
| Haiku 4.5 | $0.00010 | $0.00265 |
Grade A, and why
cocos-creator-gameplay-architecture scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 133 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cocos Creator Gameplay Architecture
Overview
Use this skill to build Cocos Creator gameplay that can actually be wired into scenes and prefabs. Treat TypeScript code, component properties, node hierarchy, assets, and runtime lifecycle as one system.
Target Cocos Creator 3.8 unless the project proves another version. Prefer project-local conventions over generic patterns.
Core Workflow
- Inspect the project before editing.
- Check
assets/,settings/,tsconfig.json, existing scripts, scenes, prefabs, and naming conventions. - Identify whether the task needs code only, scene/prefab wiring, assets, or build changes.
- If there is no project yet and Cocos local MCP tools are available, use
cocos_local_create_projectwith theempty-2dtemplate as the default start for a 2D mini-game; it should also createassets/scenes/Main.scene.
- Check
- Design the runtime flow.
- Identify game states, UI states, input sources, resource ownership, and reset/restart behavior.
- Classify complexity before coding: greybox, small vertical slice, or production-oriented slice. Combat, waves, economy, progression, upgrades, affixes, inventory, multiple actor types, and data tables are signals to consider explicit system boundaries.
- For small or production-oriented slices, sketch a system boundary plan before implementation: candidate domain systems, data/config modules, scene-facing adapters, event flow, ownership, and cross-system dependencies. Keep the plan proportional to the slice.
- Define a layout contract before implementation: target runtime, target device class, orientation, design resolution, fit policy, safe-area behavior, and the screen regions owned by gameplay and HUD.
- Define an asset policy for the slice: generated/staged assets through
cocos-asset-pipeline-director, existing project assets, or deliberate engine-geometry placeholders. For from-zero mini-games, prefer a minimal generated placeholder pack when the asset MCP is available. - For generated gameplay assets, require an asset review handoff before wiring: role, orientation, alpha/silhouette quality, mobile readability, animation readiness, and collision fit. Use
cocos-asset-review-directorwhen available. - For games where motion carries readability or feel, define an animation/VFX contract before implementation: which actors need sprite sheets, state frames, one-shot effects, loops, and Cocos
AnimationClipor frame-sequence playback. - For gameplay randomness, define a runtime randomization contract before implementation: which outcomes are random, what data drives them, whether a seed is needed, and what system owns reproducibility and tuning.
- Keep a small vertical slice playable before adding breadth.
- For a new mini-game prototype, use
cocos_local_create_minigame_skeletonwhen available to create a baseline GameManager, HUD, input, player controller, pool manager, and starter scene blueprint. - For non-trivial games, consider
cocos_local_create_architecture_skeletonwhen available before feature scripts. Use its preset as a starting point to prune, merge, or rename systems according to the actual design, then create thin Cocos Components that host or adapt the chosen systems.
- Implement Cocos components.
- Use
@ccclass,@property, andComponentlifecycle correctly. - Expose scene-tunable values with typed
@propertyfields instead of magic constants. - If available, use
cocos_local_create_component_scriptto create new TypeScript component files with valid Cocos Creator 3.8 structure.
- Use
- Wire scene dependencies deliberately.
- Prefer explicit serialized references for authored scene nodes.
- Use lookup helpers sparingly and fail loudly when required nodes are missing.
- For generated starter projects, open or reuse the project with
cocos_local_open_project, wait withcocos_local_wait_for_editor_bridge, then apply the starter blueprint withcocos_local_apply_scene_blueprintafter a scene is active. - When switching between local Cocos projects, treat already-open Creator windows and bridge ports as shared environment state. Reuse an existing editor for the same project; close unrelated project windows or use distinct bridge ports when routing could become ambiguous.
- Verify in runtime context.
- Run typecheck/build when available.
- Confirm scene entry, input, state transitions, UI updates, and restart paths.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 12d ago First seen · 133 lines · 97 tokens per session scan A 880fc2ff0057
cocos-creator-gameplay-architecture is a skill published in the GitHub repository lightblink/cocos-creator-local-mcp (2 stars, last pushed 2mo ago), licensed MIT. It adds 97 tokens to every session and 2,649 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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Plan, generate, adapt, validate, and import Cocos Creator 3.x game assets through a configured Cocos Asset Forge-compatible MCP. Use whenever the user asks for Cocos assets, sprites, sprite sheets, tilesets, UI packs, effects, placeholders, audio, art bibles, Cocos-ready metadata, asset folders, bundle placement…
cocos-asset-review-director
Review generated or imported Cocos Creator game assets against game design, art direction, gameplay semantics, animation needs, technical quality, mobile readability, interaction feedback, audio fit, performance risk, and runtime import constraints. Use after asset generation or adaptation, before importing assets…
cocos-art-direction-director
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cocos-helper
A helper guide for building games with Cocos Creator, a game engine and editor. It covers project folders, common components, and managers written in TypeScript.
particle-modifier
A framework for creating and debugging custom particle modifiers in Cocos Creator 2.4.x, a tool for making games and interactive scenes. Particle modifiers can change properties such as position, color, size, rotation, and speed.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.