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own LSP + DAP, and a runtime bridge inside the running game. **293 tools\n+ 6 MCP resources**, built against the stable `@modelcontextprotocol/sdk` 1.x API.\nDeveloped and tested with **Claude**; because MCP is an open protocol, other clients can\nconnect too (currently untested — reports welcome).\n\nThis package is the TypeScript host that Claude talks to over stdio. It needs the\ncompanion **Godot editor addon** (`breakpoint_mcp`) installed in your project to reach\nanything beyond the headless-CLI plane — see the repository for the addon and the full\narchitecture.\n\n## Install\n\nThe fastest path — from your Godot project folder, one command installs and enables the\neditor addon (bundled in this package) and prints your MCP-client config:\n\n```bash\nnpx breakpoint-mcp init\n```\n\nThen open the project in Godot and verify the setup:\n\n```bash\nnpx breakpoint-mcp doctor\n```\n\n`init` copies the addon into `addons/breakpoint_mcp/`, enables it in `project.godot`, and\nprints — or, with `--client claude-code|claude-desktop|cursor|windsurf|vscode`, writes —\nthe client config. By default it uses the addon bundled in this package; add\n`--from-github [ref]` to fetch the addon from GitHub instead (e.g. `--from-github main`).\n`doctor` checks the Godot binary, the addon, and the four bridges\n(add `--require-live` once the editor is open; `--json` for a machine-readable report).\n\nTo install the `breakpoint-mcp` command globally instead of invoking it via `npx`:\n\n```bash\nnpm i -g breakpoint-mcp\n```\n\nRequires **Node ≥ 18**. The host targets the `@modelcontextprotocol/sdk` `1.x` line\n(the `registerTool({ inputSchema, outputSchema })` + elicitation surface).\n\n## Register with your MCP client\n\nClaude is the primary, tested client. **Claude Code:**\n\n```bash\nclaude mcp add godot -- npx -y breakpoint-mcp\n```\n\n**Claude Desktop** (`claude_desktop_config.json`):\n\n```json\n{\n  \"mcpServers\": {\n    \"godot\": {\n      \"command\": \"npx\",\n      \"args\": [\"-y\", \"breakpoint-mcp\"],\n      \"env\": {\n        \"GODOT_BIN\": \"/abs/path/to/Godot\",\n        \"GODOT_PROJECT\": \"/abs/path/to/your/project\"\n      }\n    }\n  }\n}\n```\n\nSet `GODOT_BIN` if `godot` isn't on your `PATH`. The full environment-variable table\n(bridge / LSP / DAP / runtime hosts, ports, and timeouts) and a complete walkthrough are\nin the [repository README](https://github.com/jlivingston-Cipher/godot-breakpoint-mcp#configuration-environment-variables)\nand the [User Guide](https://github.com/jlivingston-Cipher/godot-breakpoint-mcp/blob/main/docs/USER_GUIDE.md).\n\nUsing Cursor, VS Code, Windsurf, or another MCP client? The command is identical — see\nthe [Compatibility](https://github.com/jlivingston-Cipher/godot-breakpoint-mcp#compatibility)\nsection for each client's config file and format.\n\n## The addon (required for the editor / runtime planes)\n\n`breakpoint-mcp init` installs and enables this for you — the editor addon ships **inside\nthis package**, so you don't need the repository to get it. To do it by hand instead, copy\n`addons/breakpoint_mcp/` into your project and enable it under Project Settings → Plugins.\nEither way it opens the loopback servers this host connects to and auto-registers the\nin-game runtime bridge; without it, only the headless-CLI (`godot_*`) plane works.\n\n## Local-first\n\nThis bridge is a **local** co-development tool: all four planes talk to `127.0.0.1`, and\nscreenshots render real frames, so run the host on the same machine as Godot. A remote\ndeployment can't see a local editor and is limited to the headless subset.\n\n## Security\n\nThe host spawns the Godot binary, can run GDScript and a configured local command, and\nwrites files into your project; destructive tools are confirmation-gated. See the\n[security policy](https://github.com/jlivingston-Cipher/godot-breakpoint-mcp/blob/main/SECURITY.md)\nfor the trust model and how to report a vulnerability.\n\n## License\n\nMIT — see [LICENSE](./LICENSE). Godot, Claude/Anthropic, and the named backend SDKs are\ntrademarks of their respective owners; Breakpoint MCP is an independent project and is\nnot affiliated with or endorsed by them.\n","readmeFilename":"README.md"}