mcpField
C
cmpose

cmpose

Local
github.comDeveloper Tools0Updated 2d ago

About cmpose

@cmpose/mcp is a local MCP server that generates buildable Compose Multiplatform apps, Unity mobile games, and Kotlin/Ktor backends from tested templates. It is for developers using AI agents to create project files on their own machines, with configurable templates and options.

Key features

  1. 01Generate Compose Multiplatform apps
  2. 02Generate Unity mobile games
  3. 03Generate Kotlin/Ktor backends
  4. 04Choose templates and project options
  5. 05Describe generator defaults and rules

Use cases

  1. 01Create an Android and iOS app project
  2. 02Start a Unity mobile game project
  3. 03Generate a standalone Ktor backend
  4. 04Add selected features to a template project

MCP support

The local stdio MCP server exposes six tools for describing generator options and creating app, game, and backend projects. Generation runs on the machine and downloads pinned templates on first use.

Configuration

Local server config is the same for every client. Copy it into your client’s MCP config file.

mcp.json · Universal config
{
"mcpServers": {
"keremturker-cmpose": {
"command": "npx",
"args": [
"-y",
"@cmpose/mcp"
]
}
}
}
Run commandnpx -y @cmpose/mcp

Local servers need a runtime on your machine (e.g. Node.js 18+). Config file locations differ by client; see your client’s docs.

Packages
npm@cmpose/mcp0.8.9

Tools

4

Saved tool list · updated 2d ago

This tool takes no parameters.

Details

From the project README

@cmpose/mcp

Ask your AI agent for a Compose Multiplatform app and get a real, buildable Android + iOS project on disk, generated locally from a tested template. It also generates Unity mobile games (Android + iOS) and standalone Kotlin/Ktor backends. This is a local stdio MCP server with six tools: cmp_describe, cmp_generate, game_describe, game_generate, backend_describe and backend_generate. It runs on your machine, with no account, no API key and no upload.

"Create a blank Compose Multiplatform app called Habits, package com.acme.habits, in ~/Projects, with Room, light/dark theming and AdMob ads."

Developer guide for generated projects: https://whinstudio.github.io/cmpose/guide.html

Install

Requires Node.js 20+ and git.

Claude Code

claude mcp add -s user cmpose -- npx -y @cmpose/mcp

Claude Desktop, Cursor, Windsurf and other MCP clients (mcpServers config):

{
  "mcpServers": {
    "cmpose": { "command": "npx", "args": ["-y", "@cmpose/mcp"] }
  }
}

VS Code (.vscode/mcp.json):

{
  "servers": {
    "cmpose": { "type": "stdio", "command": "npx", "args": ["-y", "@cmpose/mcp"] }
  }
}

What you get

Every project has androidApp, iosApp (Xcode project), a shared module with Koin and Navigation, logging (Kermit), image loading (Coil), in-app review, update check, an About screen, a build-logic with convention plugins, and a README with a release checklist.

  • Template: showcase (home, onboarding and paywall demo screens) or blank (a clean shell with a sample feature).
  • Options for blank: Ktor networking (with an optional in-app network inspector), theming (light/dark/system), multi-language strings, DataStore, Room (KMP, bundled SQLite), RevenueCat purchases with a custom Compose paywall, AdMob ads with UMP/ATT consent, detekt, backend (Ktor server, Firebase sign-in, sharing; blank only; turns on multi-language and networking), insights (Firebase Crashlytics + Analytics; off until you add the Firebase config files).
  • Your own feature modules: up to 3, each with contract/data/domain/presentation layers.
  • CI: an optional GitHub Actions workflow.
  • Your names everywhere: package, bundle id, app name, min SDK and iOS deployment target.

Games (Unity)

"Create a 2D Unity game called SkyHopper, package com.acme.skyhopper, in ~/Projects, blank, with ads and leaderboards"

Every game project is a Unity 6 project (editor 6000.3.25f1, URP) for Android and iOS, with VContainer + UniTask, a uGUI interface, a Boot → Menu → Game scene flow, a settings screen, saving, deep links, and in-app review and update check.

  • Template: showcase (a sample game with every flag on: a 2D runner, or a 3D track with render: "3d") or blank (an empty game with the flags you pick). render is 2d (default) or 3d.
  • Flags for blank: saveSystem, uiTheme, multiLang, network, networkInspector (needs network, added for you), purchases (RevenueCat), ads (AdMob) and leaderboards (Google Play Games and Game Center).
  • Your own feature modules (blank): up to 3.
  • IDs: ids takes your real AdMob (admob), RevenueCat (revenueCat) and Play Games + Game Center (gameServices) IDs, each group with its flag; game_describe lists the fields. A group you leave out keeps the test IDs / placeholders and is reported as a warning.
  • Look (theme): one of the template's style families (bright, neon, pastel, bold, nature, clean; palette, shapes, motion and a font pair), listed by game_describe under themes with what each suits. theme: { family, primary, accent, fontPair }, every field optional: primary and accent (#RRGGBB) recolour the family with their lightness shifted until text and buttons keep their contrast; a colour that still cannot pass keeps the family's and is reported as a warning. Without theme the project gets clean, exactly as the template ships it.
  • Your names everywhere: package (application identifier), company name, app name, min SDK (25 to 36) and iOS deployment target (15.0 to 26.2).

"Create a backend called NotesBackend, service name notes-api, package com.acme.notes, in ~/Projects, with sharing"

Every backend is a Kotlin (JVM 21) Ktor server with PostgreSQL (Exposed, Flyway), Firebase ID tokens verified on the server (no Admin SDK), file uploads, account deletion, one sample feature to copy, a security checklist, a local runner (./gradlew runLocal) and the parts to deploy it as one Docker container behind nginx. sharing adds spaces, roles and invitations.

Tools

  • cmp_describe: the defaults, the options and the rules (name formats, limits, which option needs which). Agents call it first.
  • cmp_generate: creates the project. Required: projectName (letters only, up to 30), appName (up to 30 characters), packageName (e.g. com.acme.habits, up to 50 characters) and an absolute outputDir. Optional: templateType, features (module names up to 20), featuresConfig, minSdk (24 to 36), iosVersion (15.0 to 26.2), ci, templateRef, backendTemplateRef (the backend template tag that server/ comes from; blank with the backend only). It returns the project path, the template version it used, warnings (e.g. test ad IDs to replace) and next steps.
  • game_describe: the Unity game generator's engine and editor version, template types, renders, flags and their dependencies, ID groups, defaults, limits and the pinned template's theme families (themes: default and each family's id, title, suits and fontPairs; the first call downloads the template). Agents call it first.
  • game_generate: creates the game. Required: projectName (1 to 30 letters or digits, starting with a letter), appName (up to 30 characters), packageName (e.g. com.acme.skyhopper, at least 3 segments, up to 50 characters) and an absolute outputDir. Optional: companyName (like projectName; by default the package's second segment, capitalized), templateType, render, flags, features (module names: 1 to 20 lowercase letters or digits, starting with a letter), minSdk (25 to 36), iosVersion (15.0 to 26.2, written as major.minor), ids, theme, templateRef. It never overwrites a non-empty folder. The result names the applied theme (theme) and lists colour fallbacks among the warnings.
  • backend_describe: the backend generator's options, appName rules, the project anatomy and the conventions to follow when adding code (protected routes, the 404 rule, where features go, the security checklist, the quotas, the local runner and the deploy parts). Agents call it first.
  • backend_generate: creates the backend. Required: projectName (letters only, up to 30), appName (the service name: 2 to 31 lowercase letters, digits or -, starting with a letter; not api, health, admin or static), packageName (e.g. com.acme.notes) and an absolute outputDir. Optional: sharing (default false), sample (the sample items feature, default true), templateRef. It never overwrites a non-empty folder. CMPOSE_BACKEND_TEMPLATE_DIR (the absolute path of a backend template checkout) generates from that checkout instead of the pinned tag.

How it works

Generation runs entirely on your machine. The first call downloads the pinned template (whinstudio/cmpose-template) into ~/.cache/cmpose (override with CMPOSE_CACHE_DIR), and later calls reuse it. Games come the same way from the pinned game template (whinstudio/cmpose-game-template); Unity never runs during generation. Backends come from the pinned backend template (whinstudio/cmpose-backend-template). Each release pins one tag of each template, so @cmpose/[email protected] always generates the same project.

Source and issues: github.com/whinstudio/cmpose. MIT licensed. The projects you generate are yours.

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