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-wechat-local-buildgit 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-wechat-local-build)<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-wechat-local-build"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-wechat-local-build/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-wechat-local-build"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-wechat-local-build.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 | $0.00086 | $0.01673 |
| Opus 5 | $0.00043 | $0.00837 |
| Sonnet 5 | $0.00017 | $0.00335 |
| Haiku 4.5 | $0.00009 | $0.00167 |
Grade A, and why
cocos-wechat-local-build 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 11d 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 — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cocos WeChat Local Build
Overview
Use this skill for the local-only Cocos Creator to WeChat Mini Game loop: project readiness, build config, wechatgame command-line build, output inspection, and local simulator/debug preparation. Do not handle upload, review, release, payment, or production operations with this skill.
Target Cocos Creator 3.8.8 when the local machine has it installed; otherwise detect the configured Creator path.
Core Workflow
- Detect environment.
- Prefer
cocos_local_get_environmentwhen the Cocos local MCP tools are available. - Confirm Cocos Creator path, WeChat DevTools CLI path if needed, and target project root.
- Prefer
- Inspect the project.
- If starting from zero and no project exists, use
cocos_local_create_projectto create a Cocos Creator 3.8 project from the built-inempty-2dtemplate and createassets/scenes/Main.scenebefore build preparation. - Use
cocos_local_inspect_projectwhen available. - Check for
assets/,settings/, scenes, scripts, existing build output, and project metadata.
- If starting from zero and no project exists, use
- Prepare build config.
- For generated starter projects, use
cocos_local_open_project,cocos_local_wait_for_editor_bridge, andcocos_local_apply_scene_blueprintto prepare an active saved scene before creating the final build config. - Reuse an already-open Cocos Creator process for the same project when possible. If old projects are still open from earlier tests, close them or use distinct editor bridge ports before trusting scene or build preparation evidence.
- Before creating the build config, declare the target device class, orientation, design resolution, and fit policy. For phone-first WeChat Mini Games, prefer an explicit portrait design resolution such as
720x1280or a project-proven equivalent unless the game design requires landscape. - Use
cocos_local_create_wechat_build_configfor a reproducible config JSON. - Pass
designResolutionwhen the MCP tool supports it. If the tool does not support it, patch the generated config or report the missing adaptation setting instead of silently building with a desktop/template default. - When a scene asset is known, pass
startScenePathsuch asassets/scenes/Main.sceneso the MCP reads the UUID from the.metafile. - Use placeholder appid only for local non-platform gameplay checks; ask for a real appid before testing WeChat APIs.
- For generated starter projects, use
- Build locally.
- Use
cocos_local_build_wechatgamewithconfigPathwhen available. - Prefer dry run first when the project, appid, or Creator path is uncertain.
- Use
- Inspect output.
- Use
cocos_local_check_wechat_build_outputfor required files and package budget warnings. - Confirm
game.jsonandproject.config.jsonexist under the builtwechatgamefolder.
- Use
- Audit local runtime package risk.
- Use
cocos_local_audit_runtime_packagebefore opening the simulator when the tool is available. - Review package budgets, largest files, oversized textures/audio, and first-package pressure.
- Treat this as static risk analysis; it is not FPS, memory, or gameplay verification.
- Use
- Open or prepare WeChat DevTools locally.
- Use
cocos_local_open_wechat_devtoolsto open the localbuild/wechatgameoutput. - Use
cocos_local_preview_wechat_devtoolsonly when preview artifacts are useful for local/debug review. - Use
cocos_local_manage_wechat_devtoolsfor cache cleanup, closing the project, or quitting DevTools.
- Use
- Collect runtime evidence.
- Use
cocos_local_collect_runtime_evidenceafter observing launch, first input, core loop, result/failure, restart, and logs. - Keep build success, DevTools opening, and runtime verification as separate states in the final answer.
- Use
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.
- 11d ago First seen · 137 lines · 86 tokens per session scan A 6286a7a7f3c4
cocos-wechat-local-build is a skill published in the GitHub repository lightblink/cocos-creator-local-mcp (2 stars, last pushed 2mo ago), licensed MIT. It adds 86 tokens to every session and 1,673 once invoked, about $0.0004 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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