breakpoint-mcp
v1.19.0
Published
MCP server exposing Godot to AI coding assistants over the Model Context Protocol — developed and tested with Claude — across four planes (CLI, live editor, LSP+DAP, runtime) with elicitation-gated destructive tools, long jobs on the formal MCP task model
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breakpoint-mcp
The MCP host for Breakpoint MCP — a Model Context Protocol server that exposes the Godot game engine to AI coding assistants across four planes: headless CLI, the live editor, Godot's own LSP + DAP, and a runtime bridge inside the running game. **276 tools
- 6 MCP resources**, built against the stable
@modelcontextprotocol/sdk1.x API. Developed and tested with Claude; because MCP is an open protocol, other clients can connect too (currently untested — reports welcome).
This package is the TypeScript host that Claude talks to over stdio. It needs the
companion Godot editor addon (breakpoint_mcp) installed in your project to reach
anything beyond the headless-CLI plane — see the repository for the addon and the full
architecture.
Install
The fastest path — from your Godot project folder, one command installs and enables the editor addon (bundled in this package) and prints your MCP-client config:
npx breakpoint-mcp initThen open the project in Godot and verify the setup:
npx breakpoint-mcp doctorinit copies the addon into addons/breakpoint_mcp/, enables it in project.godot, and
prints — or, with --client claude-code|claude-desktop|cursor|windsurf|vscode, writes —
the client config. By default it uses the addon bundled in this package; add
--from-github [ref] to fetch the addon from GitHub instead (e.g. --from-github main).
doctor checks the Godot binary, the addon, and the four bridges
(add --require-live once the editor is open; --json for a machine-readable report).
To install the breakpoint-mcp command globally instead of invoking it via npx:
npm i -g breakpoint-mcpRequires Node ≥ 18. The host targets the @modelcontextprotocol/sdk 1.x line
(the registerTool({ inputSchema, outputSchema }) + elicitation surface).
Register with your MCP client
Claude is the primary, tested client. Claude Code:
claude mcp add godot -- npx -y breakpoint-mcpClaude Desktop (claude_desktop_config.json):
{
"mcpServers": {
"godot": {
"command": "npx",
"args": ["-y", "breakpoint-mcp"],
"env": {
"GODOT_BIN": "/abs/path/to/Godot",
"GODOT_PROJECT": "/abs/path/to/your/project"
}
}
}
}Set GODOT_BIN if godot isn't on your PATH. The full environment-variable table
(bridge / LSP / DAP / runtime hosts, ports, and timeouts) and a complete walkthrough are
in the repository README
and the User Guide.
Using Cursor, VS Code, Windsurf, or another MCP client? The command is identical — see the Compatibility section for each client's config file and format.
The addon (required for the editor / runtime planes)
breakpoint-mcp init installs and enables this for you — the editor addon ships inside
this package, so you don't need the repository to get it. To do it by hand instead, copy
addons/breakpoint_mcp/ into your project and enable it under Project Settings → Plugins.
Either way it opens the loopback servers this host connects to and auto-registers the
in-game runtime bridge; without it, only the headless-CLI (godot_*) plane works.
Local-first
This bridge is a local co-development tool: all four planes talk to 127.0.0.1, and
screenshots render real frames, so run the host on the same machine as Godot. A remote
deployment can't see a local editor and is limited to the headless subset.
Security
The host spawns the Godot binary, can run GDScript and a configured local command, and writes files into your project; destructive tools are confirmation-gated. See the security policy for the trust model and how to report a vulnerability.
License
MIT — see LICENSE. Godot, Claude/Anthropic, and the named backend SDKs are trademarks of their respective owners; Breakpoint MCP is an independent project and is not affiliated with or endorsed by them.
