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@scenoco-three/editor

v0.4.0

Published

Local preview + headless frame render for SceNoCo scenes/prefabs (for multimodal LLMs)

Readme

@scenoco-three/editor

A local visual editor + headless renderer for SceNoCo scenes and prefabs, with an MCP server so a (multimodal) LLM can open a scene, render frames, drive gameplay, and read back telemetry — the "eyes and hands" for an agent that authors scenes with @scenoco-three/compiler. Humans get a browser editor; agents get MCP tools, over one shared live session.

npm i -D @scenoco-three/editor

CLI

scenoco-editor [scene|prefab] [options]     Omit the file to choose from a start-up picker
  --components <dirs>   Comma-separated component dirs (default: "assets")
  --packages <pkgs>     Comma-separated tag packages (default: every @scenoco-three/*
                        dependency in the project's package.json)
  --port <n>            Fixed MCP port — pin it so your MCP client survives restarts
                        (the HTTP editor server always takes a free port and prints its URL)
  --no-open             Don't auto-open a browser
scenoco-editor                                    # zero-config: file picker, auto-detected packages
scenoco-editor assets/scenes/level.scene.xml --port 55470
#   editor:  http://localhost:HTTP_PORT?file=…    ← opens in your browser
#   mcp:     http://localhost:55470/mcp           ← add to your MCP client (transport: http)

It serves the editor app through Vite + @scenoco-three/vite (so the open scene compiles exactly like production), bridges that browser session to an MCP server over a WebSocket, and watches the scene's source dependencies for live reload (with an unsaved-changes conflict prompt).

MCP tools

| Tool | Args | Returns | | --- | --- | --- | | open_file | path | Opens a .scene.xml / .prefab.xml in edit mode. | | get_preview | camera?, lookAt?, size? | A PNG of the current view. | | playback | state | play / pause / stop — enter play mode (components, systems, physics) / freeze / return to the authored scene. | | get_telemetry | id | JSON of current property values for the node + components at a scene id. | | simulate | commands: SimStep[] | Ordered images + JSON — the workhorse below. |

simulate — closed-loop driving

One call injects input, steps the sim, and captures — see a game move, not a static scene. Each command is a self-contained verb { do, … }:

type SimStep =
  | { do: 'play' | 'pause' | 'stop' }
  | { do: 'step'; frames?: number; dt?: number }            // advance `frames` ticks (default 1)
  | { do: 'tap'; key: string }                               // key press + release
  | { do: 'keyDown'; key: string }
  | { do: 'keyUp'; key: string }
  | { do: 'click'; x?: number; y?: number; button?: 'left' | 'right' | 'middle' }
  | { do: 'move'; x?: number; y?: number; dx?: number; dy?: number }
  | { do: 'gamepad'; index?: number; buttons?: boolean[]; axes?: number[] }
  | { do: 'preview'; camera?: string; lookAt?: string }
  | { do: 'telemetry'; id: string };
// "press Space, advance 90 frames, read the ball, screenshot" — in one tool call
[ { "do": "play" },
  { "do": "tap", "key": "Space" },
  { "do": "step", "frames": 90 },
  { "do": "telemetry", "id": "ball" },
  { "do": "preview" } ]

The result is a multi payload: each capture's image/JSON in step order.

Programmatic API

import { startEditorServer, startMcpServer } from '@scenoco-three/editor';

const editor = await startEditorServer({ cwd });   // defaults: assets/ roots, packages from package.json
const mcp = await startMcpServer(editor.bridge, { port: 55470 });   // editor.bridge.send(EditorCommand)
console.log(editor.url, mcp.url);
// … later
await mcp.close(); await editor.close();

Also exported: buildMcpServer, the WebSocket protocol types (EditorCommand, EditorResponse, EditorResult, WS_PATH, commandId).

Standalone & dependencies

Build-time / Node-side tool — not part of the browser runtime; nothing here ships to production. It depends on @scenoco-three/compiler and @scenoco-three/vite (compile + serve) and the MCP SDK; @scenoco-three/core, three, and vite are peers (the editor renders your scene with the same runtime your app uses). You can run it purely for the human browser UI without ever touching MCP, or wire only the MCP server to an agent — the two share one live session but neither requires the other.

See the repository, ARCHITECTURE.md, and the agentic guide.

License

MIT