Edit of asset "Breakpoint MCP" Accepted
| Old/Current | New/Edit | |
|---|---|---|
| Title | Breakpoint MCP | Breakpoint MCP |
| Description |
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, authenticated with a per-project shared secret. Paired with its companion host (the "breakpoint-mcp" npm package, which your MCP client launches), it gives an assistant 286 tools — 272 with the two higher-trust capability groups off by default — 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 — plus deterministic playtesting (freeze time, step an exact number of frames, seed the RNG, and snapshot state for frame-by-frame comparison), live AnimationPlayer control, node spawn/despawn, an await-condition helper, and a read-only verification family (assert node / scene / on-screen-text / performance state, and screenshot diffs). - Language + debug (GDScript and C#): symbols, definitions, completions, and diagnostics via Godot's own Language Server (and OmniSharp for C#), plus real breakpoint/step debugging over the Debug Adapter Protocol (and netcoredbg for C#). - Headless CLI: run, export, import, and run headless tests; long jobs use the MCP task model. Human-in-the-loop control: destructive tools are confirmation-gated, higher-trust tools sit in default-off capability groups, and a one-click "Pause Agent" toggle in the editor dock lets you hold the assistant's actions on demand. 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 and auto-registers the in-game runtime autoload. Point your MCP client at the breakpoint-mcp host — see the repository README for client setup. Security: the bridge binds to loopback only, requires a per-project shared secret, 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. |
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. |
| Category | Tools | Tools |
| License | MIT | MIT |
| Repository Provider | GitHub | GitHub |
| Repository Url | https://github.com/jlivingston-Cipher/godot-breakpoint-mcp | https://github.com/jlivingston-Cipher/godot-breakpoint-mcp |
| Issues Url | https://github.com/jlivingston-Cipher/godot-breakpoint-mcp/issues | https://github.com/jlivingston-Cipher/godot-breakpoint-mcp/issues |
| Godot version | Godot 4.2 | Godot 4.2 |
| Version String | 1.9.1 | 1.0.0 |
| Download Commit | 96638c9a8d113435cfe93fc254527ec96ec90068 | da926fe7c21c0720797ade6411b845445b30fecd |
| Download Url (Computed) | https://github.com/jlivingston-Cipher/godot-breakpoint-mcp/archive/96638c9a8d113435cfe93fc254527ec96ec90068.zip | https://github.com/jlivingston-Cipher/godot-breakpoint-mcp/archive/da926fe7c21c0720797ade6411b845445b30fecd.zip |
| Icon Url |
https://raw.githubusercontent.com/jlivingston-Cipher/godot-breakpoint-mcp/v1.0.0/addons/breakpoint_mcp/icon.png
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https://raw.githubusercontent.com/jlivingston-Cipher/godot-breakpoint-mcp/v1.0.0/addons/breakpoint_mcp/icon.png
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