Oops Framework, a Cocos Creator 3.x framework with a matching tutorial project
基于 Cocos Creator 3.x 版本开发的游戏框架,此项目为 Oops Framework 教程项目,如果使用框架制作游戏项目可下载 oops-game-kit 游戏项目模板开发。
At a glance
- What is it?
- dgflash/oops-framework is a TypeScript game framework for Cocos Creator 3.x that ships alongside a separate open source framework plugin and a tutorial project, so the code you read in the docs is the code that runs in the editor. The version badge reads 2.0.0 and the Cocos Creator target is 3.8.7.
- Who is it for?
- Adopt Oops Framework if you build on Cocos Creator 3.x and want a set of common game systems plus tooling rather than writing them yourself, and you are comfortable with a framework whose documentation and support channels are primarily Chinese. Skip it if your engine is not Cocos Creator 3.x, since the framework is tied to it.
- Can I use it commercially?
- Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
- Is it still maintained?
- Activity is slowing. The repository last received commits 6 months ago.
- What is it written in?
- Mainly TypeScript, according to GitHub's language statistics.
Answers come from the project's GitHub data, last synced on October 25, 2026, and from our analysis. They are not legal advice.
Editorial analysis
Three repositories and why the split matters
The thing that distinguishes Oops Framework from a code drop is that it is not one repository. The README links three separate projects on Gitee, and understanding what each one is explains how the framework is meant to be used.
The framework project, dgflash/oops-framework, is described as an open source tutorial project, and this repository is that tutorial project. The framework plugin, dgflash/oops-plugin-framework, is the open source framework project itself. The framework toolkit links to a new version tool set, with a note that you should download the tool first and that it deploys the framework project automatically.
So the framework code lives in one repository, this repository is the worked example of how to use it, and a separate tool automates copying the framework into your project. That last piece is the detail that makes the arrangement workable in practice: a framework that you have to wire into a Cocos project by hand every time is a framework nobody uses twice.
The README also states that this project is the tutorial project for Oops Framework, and that if you want to build a game with the framework you can download the oops-game-kit project template to start from. That is a sensible structure, because a tutorial project that is also a working starting template serves two purposes without being two code bases.
The links point to a Gitee wiki for the guide, a changelog page, an application case collection and the Cocos Store listing. There is also a Cocos Store app link for a newer technical application tutorial and a Bilibili channel for video tutorials, which tells you the documentation and teaching writing live outside the repository, on Gitee and on video.
The design goals and the feature list
The overview section says Oops Framework is a game framework developed on Cocos Creator 3.x, that it has stayed in step with the various Cocos Creator 3.x versions since it was open sourced in July 2021, and that the framework has continued to iterate its own version to improve stability and ease of use.
The design goal is stated in one sentence: to provide a framework carrying the technologies commonly needed in game development, so as to raise development efficiency, lower the entry barrier, let developers concentrate on content design, and promote the sharing and exchange of technology.
The feature list follows from that goal.
It provides a fairly comprehensive set of commonly used game development techniques, which is the core of the offering. It provides plugin tools that improve development efficiency, which is the tooling half. It provides a teaching project along with solution projects of different types, which is the learning half. It has stable and reliable framework technology. And it is very friendly to newcomers, with simple operation and an easy start.
That last point is worth weighing honestly, because it is the claim most in tension with the others. A framework aimed at beginners and a framework that gives experienced developers a serious set of systems are not always the same thing. What the repository structure suggests is an attempt at both: a broad feature set paired with a tutorial project that shows the way through it.
The Cocos official recommendations listed in the README are worth noting as external validation of sorts. They link a Cocos official recommended framework article, an article naming it among the Cocos official 2022 top ten plugin tools, a round-up of excellent open source Cocos Creator 3.x frameworks, and a Bilibili video counting the same. Being listed in someone else's framework comparison is a different kind of signal from a star count, and it is closer to what actually matters, which is whether other developers found it worth using.
What is in the repository and how the updates work
The repository layout shows the structure of a Cocos Creator project with a framework layered on top.
The .creator/ directory holds the Cocos Creator project settings, and settings/ holds the scene and asset settings. assets/ is the content directory, where the sprites, prefabs, scenes and audio of the tutorial project live. doc/ holds documentation. excel/ holds spreadsheets, which is more interesting than it first appears: there are update-oops-plugin-excel-to-json scripts, one a .bat and one a .sh, and the name says what they do. The framework keeps its configuration data in spreadsheets and converts them to JSON, which is how a designer changes a table of items or levels without editing code.
There are three more update scripts of the same shape, each with a .bat and a .sh variant: update-oops-plugin-framework for pulling in a new version of the framework, update-oops-plugin-hot-update for hot updates, and update-oops-plugin-excel-to-json for the spreadsheet conversion. The presence of both .bat and .sh for each one tells you the project is used from Windows and from Unix in equal measure, which is normal for Cocos Creator development in China where the teams are mixed.
The package.json is minimal, with no dependencies at all and a devDependencies entry for the Node types. The creator field pins the engine version at 3.8.7, and the uuid identifies the project. The tsconfig.json and the yarn.lock alongside it show that TypeScript and yarn are the toolchain.
The other thing to notice is the documentation location. The README points at Gitee wiki pages for the guide, for the changelog and for the toolkit, and links a Cocos Store entry and a Bilibili space for the video tutorials. For a project with this much Chinese-language writing, the Gitee wiki is the canonical documentation and the repository README is the index into it.
The community channels are similarly concentrated. The README lists nine QQ groups, seven of them marked as full and one recommended, plus a QQ channel. That is a large and active community by any measure, and it is also entirely in one ecosystem.
The version and release story
The version badge in the README reads 2.0.0 and points at the Gitee changelog page, and there are no GitHub releases for the repository. So the version number lives in the wiki and the release history is not distributed as tagged artefacts.
That is unusual for a project with this level of community, and it follows from where the project lives. The GitHub repository carries a mirror of the work, and the canonical hosting is Gitee, which is the dominant Chinese Git hosting service and, importantly for this project, one that is reachable from inside China without a network proxy. For a framework whose primary audience is Chinese Cocos developers, hosting the canonical repository on Gitee rather than GitHub is a practical decision rather than a political one.
The last push to this repository was on 2026-04-12, so the tutorial project is being maintained. The package.json pins Cocos Creator 3.8.7, which is the version the tutorial was last verified against.
What a team adopting this should take from that is that the engine version and the framework version move separately. The framework says it stays in step with Cocos Creator 3.x releases, but you verify that against the changelog wiki page rather than against tags in this repository, and the pinned creator version tells you which engine version the code in the tree was actually tested on.
For a project template that a team is going to fork and build on, that is the check that matters: open the tutorial project in the Cocos Creator version you plan to use, and confirm it loads and runs before you plan any production work on top of it.
Where this fits against the alternatives
The realistic alternative inside Cocos Creator is to write the common systems yourself, and for a small project that is often the better choice. A framework is a dependency with opinions, a learning curve, and an update cadence you do not control.
What the framework replaces is real work: asset management, event handling, module and plugin loading, scene and UI layering, networking, data tables and localisation. Writing those from scratch in a Cocos project is weeks of work that is the same for everyone, which is exactly the condition under which a shared framework pays for itself.
Against the other Cocos frameworks listed in the README's own round-up articles, the difference is more about ecosystem than features. What separates Oops Framework is that it comes with a teaching project that is also a working template, a toolkit that automates the deployment of the framework into a project, and a large Chinese community. The last of those is a real advantage for a Chinese-speaking team and a real obstacle for one that is not.
Two things to weigh before committing. The first is the engine coupling: this is a Cocos Creator 3.x framework, pinned to 3.8.7 in this repository, and the README's claim of staying in step with the engine's versions is a maintenance promise you would be depending on. If the engine moves and the framework lags, you are pinned to an older Cocos version.
The second is where the documentation lives. The substantive writing is on a Gitee wiki and in Bilibili videos, in Chinese. For a team that reads Chinese, that is a rich source of guidance. For a team that does not, the code comments and the in-repository documentation are what you have, and you are reading a framework designed for a specific audience with no English documentation to fall back on.
The repository itself is MIT licensed, and the licence badge points at the framework plugin repository's LICENSE file. That is permissive and fine for commercial work, with the usual requirement to keep the notice.
Editorial conclusion
Adopt Oops Framework if you build on Cocos Creator 3.x and want a set of common game systems plus tooling rather than writing them yourself, and you are comfortable with a framework whose documentation and support channels are primarily Chinese. Skip it if your engine is not Cocos Creator 3.x, since the framework is tied to it. Verify first by running the tutorial project in Cocos Creator, then downloading the separate plugin framework and deploying it, since the README's own workflow puts the tool download before the framework.
Frequently asked questions
What is Oops Framework and what engine does it target?
It is a game framework developed on Cocos Creator 3.x, written in TypeScript, MIT licensed and open sourced in July 2021. The README says it has kept in step with the various Cocos Creator 3.x versions since then, and the package.json in this repository pins the creator version at 3.8.7.
What is the difference between the Oops Framework repositories?
The oops-framework repository is the tutorial project, the oops-plugin-framework repository holds the framework code itself, and a separate toolkit automates deploying the framework into a project. The README also points to the oops-game-kit project template for starting a new game.
How do Oops Framework updates work?
The repository includes shell and batch scripts for three tasks: updating the framework plugin, applying a hot update, and converting the spreadsheets in the excel/ directory to JSON. Each comes in a .sh and a .bat variant, and the framework toolkit automates the deployment of the framework into a project.
Where is the Oops Framework documentation?
The README points at Gitee wiki pages for the user guide, the changelog and the toolkit, plus a Cocos Store application entry for a technical tutorial and a Bilibili space for video tutorials. The substantive documentation sits on the Gitee wiki rather than in the repository.
Who maintains Oops Framework and how do developers get support?
The project is by dgflash on Gitee and GitHub, and the README lists nine QQ groups with a QQ channel, most of the groups marked as full with one recommended. Support and community discussion therefore run through QQ rather than an issue tracker.
Official sources
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