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Breakpoint MCP 1.0.0 Tools 4.2 Community

Submitted by user jlivingston-Cipher; MIT; 2026-07-11

Breakpoint MCP exposes the live Godot editor — and, through an in-game runtime autoload, your running game — to an MCP (Model Context Protocol) host, so an AI assistant can drive Godot directly instead of guessing at your project from the outside.

The addon runs a loopback-only TCP/JSON bridge on 127.0.0.1. Paired with its companion host (the "breakpoint-mcp" npm package, which your MCP client launches), it gives an assistant 242 tools across four capability planes:

- Editor authoring: scene / node / resource CRUD, project settings, ClassDB introspection, and editor screenshots. Every mutation is wrapped in EditorUndoRedoManager, so anything the assistant changes is fully undoable.
- In-game runtime bridge: inspect the live SceneTree, get/set properties, call methods, emit signals, inject input, and read Performance monitors while the game is running.
- Language + debug: GDScript symbols, definitions, and completions via Godot's own Language Server, plus breakpoint debugging over the Debug Adapter Protocol.
- Headless CLI: run and export projects.

Requirements: Godot 4.2+ (4.4+ recommended — several editor tools use APIs added in 4.4; a few runtime-capture features use 4.5+). The host requires Node.js 18+. Works with any MCP-compatible client; developed and tested with Claude.

Install: copy addons/breakpoint_mcp/ into your project (or install via the Asset Library), then enable it under Project > Project Settings > Plugins > Breakpoint MCP. On enable it listens on 127.0.0.1:9080. Point your MCP client at the breakpoint-mcp host — see the repository README for client setup.

Security: the bridge binds to loopback only and handlers run on the editor main thread. Treat the port as a local trust boundary; do not expose it beyond 127.0.0.1.

Open source under the MIT license. Full tool catalog, user guide, and configuration reference are in the repository.


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