Runtime Editor for Cocos2d-x

CocosEditor

Cocos2d-x Runtime Editor

Inspect. Edit. Debug.
While your game is running.

CocosEditor is a runtime editor and debugging tool for Cocos2d-x. Make UI adjustments and diagnose runtime problems without repeatedly rebuilding or restarting the game.

Windows x86 / x64 editor · Runtime SDK integration required

CocosEditor workspace with a running game, a selected UI node in Hierarchy, editable properties in Inspector, Assets, and Logs
Actual editor screenshot · Game / Hierarchy / Inspector / Assets / LogsConnected to a running game

Connect it to a running game to inspect the live scene hierarchy, select nodes, edit component properties in real time, browse assets, inspect logs, and expose runtime capabilities to AI tools through MCP.

Why CocosEditor

Spend less time repeating.
More time getting it right.

A small UI adjustment should not send you through the whole development loop again. Connect to the game you already have running and work with its actual state.

The usual iteration loop

  1. Change code
  2. Build
  3. Launch
  4. Navigate
  5. Check
  6. Repeat

Repeat the setup for every position, size, or visibility adjustment.

With CocosEditor

  1. Connect
  2. Inspect
  3. Edit
  4. See the result immediately

Get immediate feedback on supported properties in the current session.

01 / Live Hierarchy

Inspect the Live Scene Hierarchy

Explore the actual node hierarchy of the running game.

Find UI nodes, follow parent-child relationships, and investigate unexpected nesting or draw order. See the current Cocos2d-x hierarchy directly instead of inferring it from code.

Select a node in Game or Hierarchy and inspect the same selection in Inspector.

Actual Hierarchy panel showing the Tanzaku node tree and a selected Button node
Hierarchy detail from the editor screenshot above.
Actual Cocos2d-x Inspector showing Node, Transform, and Widget properties, including position, size, visibility, and scale
Inspector detail for the selected node in the running game.

02 / Runtime Inspector

Edit Properties in Real Time

Select a node and inspect or modify supported component properties while the game is running.

Use the Cocos2d-x inspector to adjust exposed values such as position, size, scale, visibility, color, and text. Supported edits apply to the live node and are reflected in Game.

Inspector → GameChange a supported value and observe the selected node in the live Game view shown above.

Runtime edits affect the current session. They do not automatically save back to your source code or CSB/CSD files.

03 / Runtime Debugging

Keep the runtime in view.

A focused Cocos2d-x debugging tool for everyday development. Use it as a Cocos2d-x UI editor during a running session and correlate the screen, nodes, properties, resources, and logs.

01 / UI

Position & size adjustment

Fine-tune exposed layout properties and see the result in the running game.

02 / HIERARCHY

Node hierarchy inspection

Find live nodes and trace the parent-child relationships behind the screen.

03 / INSPECTOR

Component properties

Inspect the selected node and edit the properties exposed by its runtime integration.

04 / STATE

Runtime state debugging

Check live visibility, transforms, and supported values when the game behaves unexpectedly.

05 / ASSETS

Asset browsing

Browse and find project resources in the Assets panel alongside the Game view.

06 / LOGS

Log inspection

Follow editor and runtime output with search, channel filters, and severity filters.

04 / MCP & AI Integration

Connect AI to Your Running Game

CocosEditor exposes runtime capabilities through MCP, allowing compatible AI clients and development tools to inspect and interact with the running game.

Use Cocos2d-x MCP tools to locate nodes, inspect supported properties, and assist with Cocos2d-x runtime debugging. Available operations depend on the connected runtime and its advertised capabilities.

  1. AI ClientCompatible clients & development tools
  2. CocosEditor
  3. Running Cocos2d-x GameLive nodes · Supported properties · Runtime feedback

How It Works

Three steps to the live scene.

Integrate the SDK, configure the game path in CocosEditor, and mount the game to use Hierarchy, Inspector, Logs, and supported MCP capabilities.

  1. Integrate the CocosEditor Runtime SDK

    Use a version-matched SDK and the guide for your target platform. Native integration is required for both C++ and Lua projects.

  2. Launch CocosEditor and configure the game path

    Open CocosEditor and set the path for your SDK-integrated game.

  3. Mount the game in one click

    Mount the configured game from CocosEditor, then inspect live nodes, edit supported properties, and view logs.

Supported Environment

Check your setup.

The desktop editor and the game runtime have separate requirements. Check SDK compatibility before integrating.

Desktop editor
Windows x86 / x64Windows 10 1809 (Build 17763) or later. Choose the editor architecture for your environment.
Desktop prerequisite
.NET 10 Desktop Runtime x86 / x64Use the runtime matching the editor architecture. Get it from Microsoft.
Windows game runtime
Windows x86 / x64Cocos2d-x 3.9 runtime adapter. Use the SDK matching the game architecture; other engine versions require a compatibility review.
Project languages
C++ / LuaInspect native Cocos nodes and exposed component properties. Lua projects also need the native Runtime SDK integration.
Android game runtime
Android ARM64 · Debug only · API 23+Requires a matching SDK source module, Gradle / ndk-build, ADB, and scrcpy. No standalone Android SDK download is currently listed.
Integration requirement
Version-matched Runtime SDKUse the SDK for your game platform and architecture, with exactly the same editor version. The editor and game have separate architecture requirements.

Get CocosEditor

Bring your game
into focus.

There is no public installation package yet. Contact the author by email to request the Windows x86 or x64 editor and a version-matched Runtime SDK.

Windows x86 / x64 · Contact by email for access

Include your Cocos2d-x version, whether your project uses C++ or Lua, and your game's target platform and architecture.

Contact the author

Alternative email
gogle.huiy@gmail.com

Ask about package availability and SDK compatibility for your project. GitHub remains the home for technical documentation, issue tracking, and version history.

FAQ

Before you connect.

A runtime view of your game, with a clear boundary between live edits and your project files.

What is CocosEditor?

CocosEditor is a runtime editor and debugging tool for Cocos2d-x. It connects to an SDK-integrated game to inspect the live hierarchy, edit supported component properties, browse assets, inspect logs, and expose supported runtime capabilities through MCP.

Does CocosEditor modify my Cocos2d-x project?

Initial Runtime SDK integration requires native project configuration and lifecycle integration. Once connected, Hierarchy and Inspector operate on the running game's state. Runtime property edits do not automatically rewrite your project source or scene resource files.

Does it require an SDK integration?

Yes. The game must integrate the CocosEditor Runtime SDK for its target platform, with a version matching the editor. This requirement applies to C++ and Lua projects.

Can runtime changes be saved back to the project?

Runtime changes are not automatically written back to Cocos2d-x project source code, CSB files, CSD files, or other scene resources. Treat Inspector edits as changes to the current running session. Apply the final values in your own code or resource authoring workflow when you want them to persist.

Does it support Lua projects?

Yes, for compatible Cocos2d-x projects with native Runtime SDK integration. You can inspect live Cocos nodes and supported component properties, including nodes created by Lua. This is not a promise of arbitrary Lua variable inspection or a full Lua source debugger.

What is MCP integration?

MCP stands for Model Context Protocol. CocosEditor exposes tools that compatible AI clients can use to inspect and interact with the connected runtime. It assists development and debugging; available tools depend on the runtime's supported capabilities. See the MCP API reference for configuration and operation details.

How can I get CocosEditor?

There is no public installation package yet. Email email@tonychenn.cn or gogle.huiy@gmail.com to request the editor and a version-matched Runtime SDK. Include your engine version, project language, and target platform.

Is CocosEditor free?

Use of CocosEditor and its SDKs is governed by the license terms or end-user license agreement included with each release. Review those terms before use. The GitHub repository distributes releases and documentation; it is not an open-source repository for the editor's source code.