Fyrox MCP Pro

The first and only MCP integration for the Fyrox game engine. 41 tools across 7 categories — scene control, physics inspection, raycasting, batch operations, property editing, and more.

Claude Code ← stdio → MCP Server (TypeScript) ← WebSocket → Bridge Plugin (Rust) ← in-process → Fyrox Editor All mutations go through the editor's Command pattern — full undo/redo

What is Fyrox?

Fyrox is a production-ready 2D/3D game engine written entirely in Rust. With a full visual editor, 35+ specialized crates, and MIT license, it's the Rust-native alternative to Godot and Unity.

🦀

100% Rust

Memory-safe, high-performance, no garbage collector

🎨

Visual Editor

Full-featured scene editor comparable to Godot or Unreal

🔊

HRTF Audio

Binaural 3D spatial audio with reverb effects

🤖

Built-in AI

Behavior trees and state machines out of the box

🎭

Animation

Blending state machines, root motion, sprite sheets

🧩

35+ Crates

Graphics, physics, UI, inventory, dialog, autotile, i18n

🌐

Cross-Platform

Windows, macOS, Linux, WebAssembly, Android

📜

MIT License

Fully open source, no royalties, no strings attached

What Can AI Do in Fyrox?

🏗️ Scene Building

Create 10 node types — meshes, lights, cameras, particle systems, terrain, sprites, and more. Batch-create multiple nodes in a single undoable operation.

🔬 Component Inspection

Query rigid bodies, colliders, lights, cameras, and audio sources. Cast rays in the physics world. Get scene statistics and editor state at a glance.

🔧 Property Editing

Set any node property via Reflect paths — name, visibility, physics parameters, light intensity, and more. Rename, enable/disable, duplicate nodes, and list scripts.

🔄 Full Undo/Redo

Every AI operation goes through the editor's Command pattern. Ctrl+Z works for everything — no surprises, no data loss. Inspect command history stack.

🎮 Build & Run

Launch your game directly from Claude. Build, play-test, and stop — iterate without touching the mouse.

📚 Fyrox Skills

Includes comprehensive reference materials: engine API, MCP tools guide, and common patterns (FPS controller, health system, spawners, physics).

Batch Operations

Create, transform, or delete multiple nodes in a single call. Efficient scene assembly — no round-trip overhead per node.

🌳 Scene Graph Control

Query the full node tree, search by name, inspect properties, reparent nodes, set transforms, get children — complete hierarchy management.

41 MCP Tools

Complete editor control across 7 categories through the Model Context Protocol.

Scene Queries (4 tools)

fyrox_get_scene_hierarchy Full node tree
fyrox_get_node_properties Detailed node info
fyrox_search_nodes Find nodes by name
fyrox_list_scenes List open scenes

Node Operations (4 tools, Undoable)

fyrox_create_node Create 10 node types
fyrox_delete_node Delete node + subtree
fyrox_set_node_transform Position/rotation/scale
fyrox_link_node Reparent nodes

Property Editing (7 tools)

fyrox_set_node_property Set any property via Reflect path
fyrox_rename_node Rename a node
fyrox_set_node_enabled Enable/disable visibility
fyrox_duplicate_node Duplicate a node
fyrox_get_children List immediate children
fyrox_get_scripts List attached scripts
fyrox_get_scene_statistics Node counts by type

Component Inspection (10 tools)

fyrox_get_rigidbody Physics body properties
fyrox_get_collider Collider shape & material
fyrox_raycast Cast ray in physics world
fyrox_get_light Light type, intensity, shadows
fyrox_get_camera Projection, clipping, exposure
fyrox_get_sound Audio gain, looping, status
fyrox_get_scene_settings Ambient lighting config
fyrox_get_editor_mode Edit / Build / Play state
fyrox_get_command_history Undo/redo stack state
fyrox_get_editor_settings Editor settings summary

Selection (3 tools)

fyrox_get_selection Current selection
fyrox_set_selection Set selection
fyrox_focus_node Focus camera on node

Project & Workflow (9 tools)

fyrox_save_scene Save current scene
fyrox_save_scene_as Save to new path
fyrox_load_scene Load scene file
fyrox_new_scene Create new scene
fyrox_undo / fyrox_redo Undo/redo operations
fyrox_build_and_run Build & play-test
fyrox_stop_game Stop running game
fyrox_ping Health check

Batch Operations (4 tools)

fyrox_batch_create_nodes Create multiple nodes at once
fyrox_batch_set_transforms Transform multiple nodes at once
fyrox_batch_delete_nodes Delete multiple nodes at once
fyrox_list_methods List all bridge methods

Setup in 3 Steps

1

Add the Bridge Plugin

Add fyrox-mcp-bridge to your editor's Cargo.toml and register it:

editor.add_editor_plugin(McpBridgePlugin::new(Default::default()));

2

Install the MCP Server

cd fyrox-mcp-server && npm install && npm run build

3

Configure Claude Code

claude mcp add fyrox -- node /path/to/fyrox-mcp-server/dist/index.js

Why Fyrox for Your Next Game?

A modern Rust game engine that doesn't compromise on features.

FeatureFyroxOther Rust Engines
Visual EditorFull scene editor (FyroxEd)Limited or none
3D AudioHRTF binaural audioBasic playback
AnimationABSM + root motion + layersBasic tweening
AI SystemsBehavior trees + state machinesManual implementation
Game SystemsInventory, dialog, autotile, i18nBuild your own
AI MCP IntegrationFyrox MCP Pro (41 tools)None
LicenseMITVaries

Requirements

Fyrox 1.0+ Rust 1.87+ Node.js 18+ Claude Code Windows macOS Linux

FAQ

What is Fyrox?

Fyrox is a production-ready 2D/3D game engine written in Rust. It includes a visual scene editor, 35+ crates for graphics, audio, animation, AI, physics, UI, and more. Think of it as "Godot, but in Rust" — with features like HRTF spatial audio, animation blending state machines, behavior trees, and a built-in inventory system.

Do I need to know Rust to use Fyrox?

Basic Rust knowledge helps, but Fyrox MCP Pro lets AI handle much of the boilerplate. Claude can generate Rust scripts, set up scenes, and explain patterns — making Fyrox accessible even if you're new to Rust.

How does the bridge plugin work?

The bridge is a Rust EditorPlugin that starts a WebSocket server (default port 17563) inside the Fyrox editor. The MCP server connects via WebSocket and translates Claude's tool calls into editor commands using JSON-RPC 2.0. The main editor thread processes requests at 60 FPS.

Is undo/redo supported?

Yes, 100%. All node creation, deletion, transform changes, and hierarchy operations go through the editor's Command pattern. Ctrl+Z works for every AI-initiated change.

Can I use this with Cursor or other AI editors?

Yes. The MCP server uses the standard stdio transport, so it works with any MCP-compatible client — Claude Code, Claude Desktop, Cursor, VS Code + Cline, and more.

What node types can AI create?

12 types: Base (pivot), Mesh, Light (point/spot/directional), Camera, Sprite, Particle System, Terrain, Sound, Rigid Body, Collider, Animation Player, and more.

Build Fyrox games with AI

41 tools. Full undo/redo. The only MCP integration for Fyrox. $5 one-time.

Get Fyrox MCP Pro