COCOS CLI Game Development
/install cocos-cli-game-dev
Cocos Game Development
Overview
This skill defines the standard operating procedure for creating and developing games using the Cocos engine. It strictly enforces the use of the Cocos CLI and the Cocos MCP (Model Context Protocol) server for game logic and scene modifications.
Execution Steps
1. Environment Verification
- Action: Run
cocos --helpusing theexectool. - Goal: Confirm that the Cocos CLI is successfully installed and accessible in the current environment.
2. Project Creation & Templating
- Action: Ask the user for the desired project name and whether the game should be 2D or 3D (if not provided).
- Execution:
- First, run
cocos create --helpto identify the correct flags for templates. - Run
cocos create \x3Cproject_name> \x3Ctemplate_flags>to generate the project structure.
- First, run
3. Start MCP Server
- Action: Change the working directory to the newly created project folder.
- Execution: Run
cocos start-mcp-serverusing theexectool. - Important: Because this is a long-running server, you MUST use
background: truein yourexectool call.
4. Tool Discovery & Registration
- Action: The MCP server needs to be connected to OpenClaw.
- Execution: Once the MCP server is running, automatically connect/register it and immediately check the available tools exposed by it to understand the capabilities without waiting for user approval.
5. Game Production (Strict Rule & Anti-Hallucination)
- CRITICAL CONSTRAINT: When building the game (creating scenes, adding nodes, modifying properties, adding components), you MUST ONLY use the tools provided by the Cocos MCP server.
- Do not use standard file editing (
edit/write) to manually hack scene files (.scene,.prefab, etc.) or engine configurations unless the MCP server lacks a specific capability and the user explicitly authorizes a manual override. - Anti-Hallucination: Before modifying any scene or node, always read the tool's parameter schema. Never invent UUIDs. Always use query tools (e.g., getting the scene tree) to retrieve exact UUIDs and node hierarchies before executing modification commands.
6. Build and Test
- Action: Once the user confirms the game features are complete, package the game for testing.
- Execution: Run the build command targeting the web platform (e.g.,
cocos build --platform web-mobile). Usecocos build --helpto confirm the exact parameter syntax before building.
Troubleshooting & Error Logging
- Port Conflicts: If
cocos start-mcp-serverfails, check if the port is already in use and try specifying an alternative port (e.g.,--port). - Continuous Improvement: If a command, build process, or MCP tool fails unexpectedly, you must log the error to the project's
.learnings/ERRORS.mdfile. Include the command, the exact error output, and any context. This helps the agent learn and avoid repeating the mistake.
- Make sure OpenClaw is installed (local or Docker)
- Run the install command in chat:
/install cocos-cli-game-dev - After installation, invoke the skill by name or use
/cocos-cli-game-dev - Provide required inputs per the skill's parameter spec and get structured output
What is COCOS CLI Game Development?
Create, build, and modify Cocos game projects. Use this skill when the user asks to start a new Cocos game (2D/3D) or make changes to an existing one. It enf... It is an AI Agent Skill for Claude Code / OpenClaw, with 202 downloads so far.
How do I install COCOS CLI Game Development?
Run "/install cocos-cli-game-dev" in the OpenClaw or Claude Code chat to install it in one step — no extra setup required.
Is COCOS CLI Game Development free?
Yes, COCOS CLI Game Development is completely free, licensed under MIT-0. You can download, install and use it at no cost.
Which platforms does COCOS CLI Game Development support?
COCOS CLI Game Development is cross-platform and runs anywhere OpenClaw / Claude Code is available (cross-platform).
Who created COCOS CLI Game Development?
It is built and maintained by liuyihunter (@liuyihunter); the current version is v0.0.3.