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Breakpoint

274 tools. 182 can modify or destroy data without limits.

18 destructive tools with no built-in limits. Policy required.

Last updated:

182 can modify or destroy data
92 read-only
274 tools total

Community server · catalogue entry checked 28/07/2026 · full schemas captured for 260 of 274 tools

How to control Breakpoint ↓

What Breakpoint exposes to your agents

Read (92) Write / Execute (164) Destructive / Financial (18)

What Breakpoint costs in tokens

49,907 tokens of tool definitions, loaded on every request
25% of a 200k context window
1,014 heaviest tool: card_template_create
Critical Risk

The most dangerous Breakpoint tools

182 of Breakpoint's 274 tools can modify, destroy, or commit something on every call — and an agent calls them with no built-in limits.

How to control Breakpoint

PolicyLayer is an MCP gateway — it sits between your AI agents and Breakpoint, and nothing reaches the server without passing your rules. These are the rules we recommend:

Deny destructive operations
{
  "anim_delete": {
    "deny_if": [
      {
        "conditions": [],
        "on_deny": "Blocked by default. Requires approval."
      }
    ]
  }
}

Destructive tools should never be available to autonomous agents without human approval.

Rate limit write operations
{
  "anim_add_track": {
    "limits": [
      {
        "counter": "anim_add_track_per_hour",
        "window": "hour",
        "max": 30,
        "scope": "grant"
      }
    ]
  }
}

Prevents bulk unintended modifications from agents caught in loops.

Cap read operations
{
  "anim_get_track_keys": {
    "limits": [
      {
        "counter": "anim_get_track_keys_per_minute",
        "window": "minute",
        "max": 60,
        "scope": "grant"
      }
    ]
  }
}

Controls API costs and prevents retry loops from exhausting upstream rate limits.

  1. Create a free account and register Breakpoint — nothing to install.
  2. Add these rules — paste them, or build them visually. Tune the limits to your setup.
  3. Point your MCP client (Claude, Cursor, anything) at your gateway URL.
ENFORCE POLICY ON BREAKPOINT →

Instant setup, no code required.

All 274 Breakpoint tools

DESTRUCTIVE 18 tools
Destructive anim_delete Delete an Animation from an AnimationPlayer's library (undoable). DESTRUCTIVE — gated by confirmation. Destructive anim_remove_key Remove a keyframe by index from a track (undoable). Destructive filesystem_move Move or rename a file or directory within the project (carrying its .import sidecar), then rescan. DESTRUCTIVE Destructive gd_rename Rename a symbol project-wide. Returns the planned edit; pass apply=true to WRITE the changes to disk (DESTRUCT Destructive inputmap_erase_action Remove a project input action (ProjectSettings input/<name>). Set save=true to persist to project.godot. DESTR Destructive mp_wire_rpc Insert (or replace) an @rpc(...) annotation above a function in an existing GDScript, so it can be called acro Destructive node_delete Delete a node (undoable). DESTRUCTIVE — gated by confirmation. Refuses to delete the scene root. Destructive project_remove_autoload Remove an autoload (ProjectSettings autoload/<name>). Set save=true to persist to project.godot. DESTRUCTIVE — Destructive resource_save Load a resource and (re-)save it, optionally to a new path and with ResourceSaver flags. DESTRUCTIVE (writes a Destructive resource_set_import_settings Update import parameters in an asset's .import metadata and trigger a reimport. DESTRUCTIVE (rewrites metadata Destructive runtime_node_remove Remove (queue_free) a node from the LIVE running game. DESTRUCTIVE — gated by confirmation. Refuses to remove Destructive runtime_peer_stop Terminate a headless peer started by runtime_spawn_peers, or every one with all:true. DESTRUCTIVE (kills a chi Destructive scene_close Close the current scene tab, discarding unsaved changes. DESTRUCTIVE — gated by confirmation. Only the current Destructive scene_reload Reload a scene from disk, discarding unsaved changes to it. DESTRUCTIVE — gated by confirmation. Defaults to t Destructive shader_set_code Replace the source code of an existing .gdshader resource and save it. DESTRUCTIVE (writes a file) — gated by Destructive tilemap_clear Remove every painted cell from a TileMapLayer (undoable — prior cells are restored on undo). Returns the numbe Destructive vcs_restore Discard uncommitted working-tree changes to the given paths, restoring them from the index/HEAD (git restore - Destructive vcs_stash Manage stashes: op='push' saves and reverts your working changes (optional message); 'pop' re-applies the late
EXECUTE 33 tools
Execute cs_dbg_attach Attach netcoredbg to an already-running .NET process (e.g. a C Godot game launched separately) by its OS proce Execute cs_dbg_continue Resume execution and wait for the program to settle again (next breakpoint or termination). Returns the result Execute cs_dbg_launch Start a C Godot game under netcoredbg. program defaults to the configured Mono/.NET Godot binary (GODOT_CSHARP Execute cs_dbg_restart Restart the current C debug session. Uses the DAP restart request when the adapter advertises supportsRestartR Execute cs_dbg_set_breakpoints Set (replace) the breakpoints for a C source file. Applied immediately if a session is running, else buffered Execute cs_dbg_set_exception_breakpoints Enable (replace) the debugger's exception breakpoint filters so execution halts when a matching .NET exception Execute cs_dbg_set_variable Change a variable's value in a stopped C frame (DAP setVariable). DESTRUCTIVE: mutates live program state — co Execute cs_dbg_step Step execution: 'over' (next), 'in' (stepIn), or 'out' (stepOut), then wait for the step to land. Returns the Execute dbg_attach Attach to an already-running Godot debug session. Execute dbg_continue Resume execution and wait for the program to settle again (next breakpoint or termination). Returns the result Execute dbg_data_breakpoints Set (replace) data breakpoints — 'watchpoints' that halt when a variable's value changes (DAP dataBreakpointIn Execute dbg_goto Move the program counter within the current stopped frame — 'set next statement' (DAP gotoTargets + goto). Cal Execute dbg_launch Start the game under the debugger. scene may be 'main', 'current', or a res:// scene path. Any breakpoints set Execute dbg_restart Restart the current debug session. Uses the DAP restart request when the adapter advertises supportsRestartReq Execute dbg_set_exception_breakpoints Enable (replace) the debugger's exception breakpoint filters so execution halts when a matching error/exceptio Execute dbg_set_variable Change a variable's value in a stopped frame (DAP setVariable). DESTRUCTIVE: mutates live program state — conf Execute dbg_step Step execution: 'over' (next), 'in' (stepIn), or 'out' (stepOut), then wait for the step to land. Returns the Execute filesystem_scan Trigger an editor rescan of the project filesystem so newly added or externally-changed files are picked up. R Execute godot_export Headless export using an export preset. Runs to completion and returns exit code + logs. Can be slow — exposed Execute godot_import Headless (re)import of project assets. Runs to completion and returns exit code + logs. Exposed as an MCP task Execute godot_launch_editor Open the Godot editor for the configured project (detached). Needed before any editor_ bridge tool can be used Execute godot_run_project Run the project (detached). Optionally start from a specific scene path (res://...). Returns the process id. R Execute godot_stop Terminate a managed process started by godot_run_managed. Execute runtime_anim_play Play an animation on a LIVE AnimationPlayer node. DESTRUCTIVE (drives the running game) — gated by confirmatio Execute runtime_anim_stop Stop (or pause) a LIVE AnimationPlayer node. DESTRUCTIVE (drives the running game) — gated by confirmation. ke Execute runtime_emit_signal Emit a signal from a live node. DESTRUCTIVE — gated by confirmation. Execute runtime_inject_input Inject a synthetic input event for automated play-testing. DESTRUCTIVE. event.kind is 'action' | 'key' | 'mous Execute runtime_node_add Add a node to the LIVE running game as a child of parent. DESTRUCTIVE — gated by confirmation. Provide scene ( Execute runtime_seed_rng Seed the running game's GLOBAL random number generator (GDScript seed()) so a playtest is reproducible. DESTRU Execute runtime_step_frames Advance the running game by an exact number of frames while otherwise frozen, for deterministic, frame-accurat Execute runtime_time_scale Set Engine.time_scale on the running game: 0 freezes time, 1 is normal, >1 fast, <1 slow-motion. DESTRUCTIVE ( Execute signal_emit Emit a signal from a node in the EDITED scene, firing its connected callables now. DESTRUCTIVE (edit-time side Execute vcs_switch Switch to an existing branch (git switch <branch>). No --force: if local changes would be overwritten, git ref
WRITE 131 tools
Write anim_add_track Add a track to an Animation and set its target path (undoable). Returns the new track index. Write anim_create Create an empty Animation in an AnimationPlayer's library (undoable). Creates the library if it does not exist Write anim_insert_key Insert a keyframe on a track at a given time (undoable). A key already at that exact time is overwritten. Write anim_player_create Add an AnimationPlayer node under a parent (undoable). Seeds an empty default animation library so anim_create Write anim_set_length Set an Animation's length in seconds (undoable). Write anim_set_loop Set an Animation's loop mode (undoable). Write anim_statemachine_add_state Add a state to an AnimationNodeStateMachine (undoable). Targets the AnimationTree's tree_root when it is a sta Write anim_statemachine_add_transition Add a transition between two states in an AnimationNodeStateMachine (undoable). from_state/to_state must exist Write anim_tree_add_node Add a node to an AnimationTree's tree_root graph (AnimationNodeBlendTree or AnimationNodeStateMachine), undoab Write anim_tree_create Add an AnimationTree node under a parent (undoable) with a fresh tree_root graph. root_type "blend_tree" (Anim Write area_set_gravity Set the local gravity override of an Area2D/3D in the edited scene (undoable): space_override mode, gravity ma Write area_set_monitoring Set monitoring and/or monitorable on an Area2D/3D in the edited scene (undoable). monitoring = the area detect Write asset_gen_placeholder Write a deterministic, in-engine PROCEDURAL placeholder asset to a res:// path — no model, fully reproducible Write audio_bus_add Add a bus to the project's global AudioServer layout, optionally naming it, positioning it (at_position), and Write audio_bus_add_effect Instantiate an AudioEffect subclass (by class name, e.g. "AudioEffectReverb") and add it to a named bus on the Write audio_bus_set_volume Set the volume (in dB) of a named bus on the global AudioServer. DESTRUCTIVE (project-wide audio state) — gate Write audio_player_create Add an AudioStreamPlayer / AudioStreamPlayer2D / AudioStreamPlayer3D node under a parent in the edited scene ( Write audio_set_bus_layout Save the current AudioServer bus layout (buses, effects, volumes) to a .tres resource on disk (default res://d Write audio_set_stream Load an AudioStream from a res:// path and assign it as stream on an AudioStreamPlayer/2D/3D in the edited sce Write auth_scaffold Generate login/register/logout helpers against an installed backend SDK. FEATURE-DETECTED both ways: if the SD Write board_create Build a board scene whose children are addressable cells (each a cell_<id> node in the board_cells group) from Write board_place Reparent an existing node (a card or piece instance) onto a board cell by id and snap it to the cell anchor. U Write board_tile_create Build a tile-backed board scene: a TileMapLayer grid whose cells are addressable by integer [x, y] tile coordi Write board_tile_place Snap an existing node (a card or piece instance) onto a TileMapLayer cell by integer [x, y] tile coordinate. U Write body_create Add a physics body node under a parent in the edited scene (undoable): a StaticBody, RigidBody, CharacterBody, Write body_set_collision_layer Set the collision_layer bitmask on a physics body or area (CollisionObject2D/3D) in the edited scene (undoable Write body_set_collision_mask Set the collision_mask bitmask on a physics body or area (CollisionObject2D/3D) in the edited scene (undoable) Write body_set_physics_material Create a PhysicsMaterial and assign it as physics_material_override on a StaticBody/RigidBody (2D or 3D) in th Write camera_create Add a Camera3D under a parent (undoable). Optional 'current' makes it the active camera. Returns the new node' Write card_deck_from_table Read a CSV or JSON table and stamp one card per row, binding columns to slots via a column map. Undoable node Write card_hand_layout Instance N cards under a container and arrange them as a row, fan, stack, or grid. Undoable node authoring. Ea Write card_instance Instance a card template into the open scene and bind data to its slots via the template's set_data(). Undoabl Write card_set_face Flip an instanced card (or any node exposing set_face(bool) — the generated card and piece scripts both do) be Write card_template_create Build a reusable card scene (a PackedScene) from a slot spec, with a generated script-backed set_data() / set_ Write cloudsave_scaffold Generate save/load cloud-save helpers against an installed backend SDK. FEATURE-DETECTED both ways: if the SDK Write collisionpolygon_add Add a CollisionPolygon2D/3D node carrying a polygon under a parent (usually a body) in the edited scene (undoa Write collisionshape_add Add a CollisionShape2D/3D node carrying a shape resource under a parent (usually a body) in the edited scene ( Write container_add_child Instance a Control-derived child under a Container node (VBoxContainer, GridContainer, MarginContainer, …) so Write control_create Instance a Control-derived UI node (Button, Label, Panel, VBoxContainer, TextureRect, …) under a parent (undoa Write control_set_anchors Set one or more of a Control's anchors (left/top/right/bottom, each 0..1) directly (undoable). Only the sides Write control_set_layout_preset Apply a LayoutPreset to a Control via set_anchors_and_offsets_preset (undoable). 'preset' is a name (full_rect Write control_set_size_flags Set a Control's container size flags and/or stretch ratio (undoable). 'horizontal'/'vertical' are SizeFlags bi Write control_set_theme Assign a Theme resource (res:// path) to a Control's 'theme' property so it and its children inherit it (undoa Write cs_completion Type-aware C code completion at a position via OmniSharp. Write cs_rename Rename a C symbol project-wide via OmniSharp. Returns the planned edit; pass apply=true to WRITE the changes t Write csg_create Add a CSG node under a parent (undoable). 'shape' selects CSGBox3D (box), CSGSphere3D (sphere), CSGCylinder3D Write dbg_set_breakpoints Set (replace) the breakpoints for a source file. Applied immediately if a session is running, else buffered un Write editor_redo Re-apply the most recently undone edit in the editor's undo history (like Ctrl-Shift-Z). Defaults to the edite Write editor_undo Undo the most recent edit in the editor's undo history (like Ctrl-Z). Defaults to the edited scene's history; Write editorsettings_get_set Read an EditorSettings value by name; if 'value' is provided, write it instead (persists to the editor's globa Write environment_create Create an Environment resource and save it to a res:// path. 'background' sets the mode (clear_color/color/sky Write environment_set_sky Attach a Sky to an existing Environment resource file (setting a ProceduralSkyMaterial, PhysicalSkyMaterial, o Write filesystem_create_dir Create a directory (recursively) in the project filesystem, then rescan. No-op if it already exists. Write inputmap_add_action Define a project input action (ProjectSettings input/<name>) with an empty event list and a deadzone. Set save Write inputmap_add_event Append an input event to an existing project input action. 'event' is { type: key|mouse_button|joy_button|joy_ Write interact_add_drop_zone Mark a node as a drop target that validates an incoming payload and emits a signal on a valid drop. Attaches a Write interact_make_draggable Wire an existing node for drag-and-drop by attaching a generated reusable drag script (and, for node2d, a drag Write joint_create Add a physics joint node under a parent in the edited scene (undoable). 2D types: pin | groove | spring (PinJo Write joint_set_bodies Set node_a and/or node_b on an existing Joint2D/3D in the edited scene (undoable) — the NodePaths of the two b Write leaderboard_scaffold Generate submit/fetch leaderboard helpers against an installed backend SDK. FEATURE-DETECTED both ways: if the Write light_create Add a 3D light under a parent (undoable). 'kind' selects DirectionalLight3D (dir), OmniLight3D (omni), or Spot Write mesh_set_surface_material Assign a Material (res:// path) to a MeshInstance3D (undoable). Default surface -1 sets 'material_override' (w Write meshinstance_create Add a MeshInstance3D under a parent (undoable). Optional 'mesh_path' loads a Mesh resource (e.g. a primitive_m Write mp_add_spawner Add a MultiplayerSpawner node under a parent (undoable). Godot 4 high-level multiplayer replicates server-spaw Write mp_add_synchronizer Add a MultiplayerSynchronizer node under a parent (undoable) and, if properties are given, build a SceneReplic Write mp_scaffold_lobby Generate a lobby controller GDScript: host/join over ENet plus peer_connected/peer_disconnected tracking with Write mp_set_authority Set a node's multiplayer authority (set_multiplayer_authority) to a peer id (undoable). The authority peer is Write mp_setup_enet_peer Generate a GDScript helper that sets up an ENetMultiplayerPeer (host_game / join_game / close) and assigns mul Write mp_setup_webrtc_peer Generate a GDScript helper that sets up a WebRTCMultiplayerPeer mesh and assigns multiplayer.multiplayer_peer. Write navagent_configure Add a NavigationAgent3D under a parent (undoable) and set any of its steering/avoidance properties. Returns th Write navregion_create Add a NavigationRegion3D under a parent (undoable). By default seeds a fresh empty NavigationMesh (set with_na Write node_add Instance a node of the given class under a parent path (undoable). Returns the new node's path. Write node_add_to_group Add a node to a group (persistent, undoable). No-op if already a member. Write node_change_type Replace a node with a new node of a different class, carrying over compatible properties, children, and groups Write node_duplicate Duplicate a node and its children under the same parent (undoable). Returns the new node's path. Write node_instantiate_scene Instance an external PackedScene (res:// path) as an editable child of a parent node (undoable). Returns the n Write node_move_child Reorder a node among its siblings by index (undoable). Negative indices count from the end (-1 = last). Write node_remove_from_group Remove a node from a group (undoable). No-op if not a member. Write node_rename Rename a node (undoable). Write node_reparent Move a node under a new parent (undoable). Write node_set_editable_instance Toggle "Editable Children" on an instanced sub-scene (undoable). When enabled, property overrides on the insta Write node_set_owner Set a node's owner (undoable). Owner must be an ancestor; "." or omitted sets the scene root. Ownership determ Write node_set_property Set a property on a node (undoable). Rich types use the {"__type__":"Vector3","x":..} convention. Example valu Write particles_create Add a GPUParticles2D/3D node under a parent in the edited scene (undoable). Optional initial amount (> 0), lif Write particles_set_amount Set the number of particles (amount, > 0) on a GPUParticles2D/3D in the edited scene (undoable). In-scene and Write particles_set_emitting Toggle whether a GPUParticles2D/3D is emitting in the edited scene (undoable). In-scene and undoable — not gat Write particles_set_lifetime Set the particle lifetime in seconds (> 0) on a GPUParticles2D/3D in the edited scene (undoable). In-scene and Write particles_set_process_material Create a ParticleProcessMaterial and assign it as process_material on a GPUParticles2D/3D in the edited scene Write particles_set_texture Load a Texture2D from a res:// path and assign it as texture on a GPUParticles2D in the edited scene (undoable Write physics_set_gravity Write the project's default gravity for 2D or 3D (ProjectSettings physics/{2d,3d}/default_gravity + default_gr Write piece_instance Instance a piece template into the open scene and bind data (art / color / label) via the template's set_data( Write piece_move Move a piece onto a board cell by id (reparent + snap via board_place), optionally with a short scale "pop" an Write piece_template_create Build a reusable piece (token) scene from a spec: an Art node (Sprite2D under a Node2D root, TextureRect under Write primitive_mesh_create Create a PrimitiveMesh resource (box/sphere/cylinder/plane/capsule/prism/torus/quad) and save it to a res:// p Write project_add_autoload Register an autoload (ProjectSettings autoload/<name>) pointing at a res:// script or scene, enabled as a glob Write project_add_export_preset Append an export preset to res://export_presets.cfg for a platform (e.g. "Windows Desktop", "Web", "Linux/X11" Write project_set_main_scene Set the project's main scene (ProjectSettings application/run/main_scene) to an existing res:// .tscn/.scn. Se Write project_set_setting Write a ProjectSettings value. Set save=true to persist to project.godot. DESTRUCTIVE — gated by confirmation. Write resource_create Instantiate a Resource subclass and save it as a new file. DESTRUCTIVE (writes a file) — gated by confirmation Write resource_duplicate Load a resource, duplicate it (optionally deep, cloning subresources), and save the copy to a new path. DESTRU Write resource_set_property Set a single property on a resource file and save it. DESTRUCTIVE (writes a file) — gated by confirmation. The Write rigidbody_set_properties Tune a RigidBody2D/3D in the edited scene (undoable): mass (> 0), gravity_scale, linear_damp, angular_damp. On Write runtime_set_property Set a property on a live node. DESTRUCTIVE (mutates running game state) — gated by confirmation. Rich types us Write scene_new Create a new scene with the given root class, save it to a path, and open it. DESTRUCTIVE (writes a file) — ga Write scene_open Open an existing scene in the editor by res:// path. Write scene_pack Save a node branch (the node and its subtree) as a new PackedScene file. DESTRUCTIVE (writes a file) — gated b Write scene_save Save the currently edited scene to its existing path. Write scene_save_as Save the current scene to a new res:// path (Save As). DESTRUCTIVE (writes a file) — gated by confirmation. Write selection_set Replace the editor's node selection with the given node paths. Write shader_create Create a Shader resource with optional initial code and save it as a .gdshader file. DESTRUCTIVE (writes a fil Write shadermaterial_create Create a ShaderMaterial and assign it to a node's material slot in the edited scene (undoable). Targets Canvas Write shadermaterial_set_param Set a shader uniform parameter on the ShaderMaterial of a node's material slot in the edited scene (undoable). Write shadermaterial_set_shader Load a Shader from a res:// path and assign it to the ShaderMaterial on a node's material slot in the edited s Write signal_add_user_signal Declare a new user signal on a node (undoable). Optional typed arguments. Errors if the signal already exists. Write signal_connect Connect a source node's signal to a target node's method (undoable). Persistent by default (flags=2, CONNECT_P Write signal_disconnect Disconnect a source node's signal from a target node's method (undoable). No-op if not connected. Write theme_create Create a new empty Theme resource and save it to a res:// path. DESTRUCTIVE (writes a file) — gated by confirm Write theme_set_color Set a color entry on a Theme resource file and save it (e.g. font_color for the Button type). DESTRUCTIVE (wri Write theme_set_constant Set an integer constant entry on a Theme resource file and save it (e.g. h_separation for a BoxContainer). DES Write theme_set_font Set a font entry on a Theme resource file (loading a Font from a res:// path) and save it. DESTRUCTIVE (writes Write theme_set_stylebox Set a StyleBox entry on a Theme resource file (loading a StyleBox from a res:// path) and save it. DESTRUCTIVE Write tilemap_set_cell Paint a single cell on a TileMapLayer (undoable). source_id -1 erases the cell (default). atlas_coords default Write tilemap_set_cells_rect Paint every cell in a rectangular region of a TileMapLayer with one tile (undoable, one action). source_id -1 Write tilemaplayer_create Add a TileMapLayer node under a parent in the edited scene (undoable), optionally binding a TileSet .tres so c Write tileset_add_source Add a TileSetAtlasSource (backed by a Texture2D) to a TileSet .tres and re-save. DESTRUCTIVE (writes a file) — Write tileset_add_tile Create a tile at atlas_coords in an atlas source of a TileSet .tres and re-save. DESTRUCTIVE (writes a file) — Write tileset_create Instantiate a TileSet resource and save it as a new .tres file. DESTRUCTIVE (writes a file) — gated by confirm Write tileset_set_tile_collision Add a collision polygon to a tile on a TileSet physics layer and re-save. DESTRUCTIVE (writes a file) — gated Write vcs_add Stage changes for the next commit. With paths, stages exactly those (res:// or repo-relative); omit paths to s Write vcs_branch_create Create a new branch, optionally starting from a given ref (default HEAD), and optionally switch to it. Reversi Write vcs_commit Commit the currently staged changes with a message. Reversible (git reset --soft HEAD~1) and loses nothing, so
READ 92 tools
Read anim_get_track_keys List all keyframes on a track (index, time, value, transition). Read-only. Read anim_list List all animations in an AnimationPlayer across its libraries, with length, loop mode, and track count. Read- Read class_reference Full engine-class reference via ClassDB: method SIGNATURES (return type + typed args), signal signatures, and Read classdb_get_class Return the parent class, methods, properties, and signals of an engine class via ClassDB. Read cs_code_action List the code actions (quick fixes / refactors) OmniSharp offers for a range — the lightbulb menu. Read-only: Read cs_dbg_scopes Return the variable scopes (Locals, etc.) for a C stack frame. Read cs_dbg_stack_trace Return the current C call stack (only meaningful while stopped at a breakpoint). Read cs_dbg_variables List variables under a scope or a complex value (via its variables_ref). Read cs_dbg_watch Manage a persistent set of C watch expressions and evaluate them in the current stopped frame. Pass add/remove Read cs_definition Resolve the definition location(s) of the C symbol at a position. Read cs_diagnostics Return compile/analyzer diagnostics (errors, warnings) for a C script. Opens the file and waits briefly for Om Read cs_document_symbols List the symbols (classes, methods, properties, fields) declared in a C script. Read cs_hover Hover documentation/type info at a position (e.g. the Counter : int type). Read cs_references Find all references to the C symbol at a position. Read cs_signature_help Show the call signature(s) and active parameter at a position (the parameter hints an IDE pops up inside a cal Read cs_workspace_symbols Search C symbols across the whole project by name. Unlike Godot's GDScript server, OmniSharp implements LSP 'w Read dbg_scopes Return the variable scopes (Locals, Members, Globals) for a stack frame. Read dbg_stack_trace Return the current call stack (only meaningful while stopped at a breakpoint). Read dbg_variables List variables under a scope or a complex value (via its variables_ref). Read dbg_watch Manage a persistent set of watch expressions and evaluate them in the current stopped frame. Pass add/remove/c Read docs_search Search the Godot class reference (ClassDB) by keyword — matching class names and, unless a scope narrows it, t Read editor_get_state Return the currently edited scene, its root type/path, and the current node selection. Read editor_ping Check that the editor is running with the Breakpoint MCP plugin enabled. Read example_snippet Return curated, ready-to-adapt GDScript snippets for common Godot tasks (signals, autoload singletons, input, Read filesystem_list List the subdirectories and files of a directory in the project filesystem (hidden entries like .godot are ski Read find_symbol Locate where GDScript symbols are DECLARED across the project — class_name, inner class, func, signal, enum, c Read find_usages Find every word-boundary occurrence of an identifier across the project's source files. Read-only. The project Read gd_call_hierarchy Find the callers (direction=incoming, the default) or callees (direction=outgoing) of the function at a positi Read gd_code_action List the code actions (quick fixes / refactors) the language server offers for a range — the lightbulb menu. R Read gd_completion Type-aware code completion at a position via the Godot language server. Read gd_declaration Resolve the declaration location(s) of the symbol at a position. (For many symbols this coincides with the def Read gd_definition Resolve the definition location(s) of the symbol at a position. Read gd_diagnostics Return compile/lint diagnostics (errors, warnings) for a script. Opens the file and waits briefly for the serv Read gd_document_color List the color literals the language server recognizes in a script — the Color(...) values an editor draws an Read gd_document_highlight Highlight every occurrence of the symbol at a position WITHIN the same file, tagged read / write / text (the s Read gd_document_link List the links embedded in a script (res:// paths or URLs the language server recognizes) with their source ra Read gd_document_symbols List the symbols (classes, functions, variables, signals) declared in a script. Read gd_folding_ranges List the foldable regions of a script (functions, blocks, comment/region markers) — the ranges an editor's fol Read gd_formatting Compute how the language server would reformat a whole script and return the formatted TEXT — WITHOUT writing Read gd_hover Hover documentation/type info at a position. Read gd_implementation Resolve the implementation location(s) of the symbol at a position (e.g. the concrete override of a method). G Read gd_references Find all references to the symbol at a position. Read gd_semantic_tokens Return the semantic-highlighting tokens for a whole script — each token's position, length, type (e.g. functio Read gd_signature_help Show the call signature(s) and active parameter at a position (the parameter hints an IDE pops up inside a cal Read gd_type_definition Resolve the location of the TYPE of the symbol at a position (jump to the class of a typed variable), as oppos Read gd_workspace_symbols Search symbols across the whole project by name. Note: Godot's GDScript language server does not implement LSP Read godot_output Read captured console output for a managed process (from godot_run_managed). Use since_seq for incremental rea Read godot_version Return the version string of the configured Godot binary. Read inputmap_list List all project-defined input actions (ProjectSettings input/) with their deadzone and events (class + human- Read node_find Search a node's descendants by class and/or name substring (case-insensitive). Read-only. Read node_get_children List the direct children of a node (name, type, path). Read-only. Read node_get_path Return a node's scene-relative path, class, sibling index, parent path, and child count. Read-only. Read node_get_property Read a single property from a node. Rich types come back __type__-tagged. Read node_list_groups List the groups a node belongs to. Read-only. Read node_list_properties List a node's inspector-visible properties (name, Variant type, class_name, usage flags). Read-only. Use node_ Read project_get_info Return project name, main scene, project root path, Godot version, and feature tags. Read project_get_setting Read a single ProjectSettings value by dotted key (e.g. application/config/name). Read project_list_settings List ProjectSettings keys and values, optionally filtered by a dotted-key prefix (e.g. "input/", "autoload/", Read project_search Full-text (or regex) search across the project's source files (ripgrep-style). Read-only. Returns one match pe Read resource_get_import_settings Read an asset's import metadata (.import): the importer and its parameters. Read-only. Returns imported=false Read resource_get_property Read a single property of a resource file by name. Read-only. The value comes back tagged (Variant convention) Read resource_load Load a resource file and return its class, resource_name, and inspector-visible property list. Read-only. Read runtime_anim_get_state Read the playback state of a LIVE AnimationPlayer (read-only): current animation, whether it is playing, posit Read runtime_assert_node_state Assert that properties of a LIVE node equal expected values (read-only verification). Reports per-property mis Read runtime_assert_perf Assert that live Performance monitors meet a caller-supplied baseline within tolerance (read-only). Capture th Read runtime_assert_scene_structure Assert the LIVE SceneTree matches structural expectations (read-only). Each entry asserts a node exists at a p Read runtime_assert_screen_text Assert that on-screen text is present (or absent) by scanning visible Control text in the LIVE scene tree (rea Read runtime_await_condition Poll a property on a LIVE node until it satisfies a comparison, or a timeout elapses (read-only verification). Read runtime_get_log Read the runtime log ring buffer (entries game code pushed via BreakpointRuntimeBridge.push_log). Use since_se Read runtime_get_monitors Read live Performance monitors (FPS, draw calls, node count, physics, audio output latency, ...). Pass specifi Read runtime_get_property Read a property from a live node (path relative to the current scene; '/root/...' absolute allowed). Read runtime_get_tree Traverse the LIVE SceneTree of the running game (name, type, path, visibility, children). Read runtime_peers_digest Read runtime_state_digest from two or more peers over the SAME root and field set and report whether they agre Read runtime_screenshot Capture the current game frame as a PNG and return it as image content so the assistant can see the running ga Read runtime_screenshot_diff Capture the current frame and compare it to a reference PNG at a project path, returning diff stats and a pass Read runtime_state_digest Capture a compact, stable-ordered JSON snapshot of a live subtree's salient state (read-only) — position, rota Read scene_get_dependencies List the external resource dependencies of a scene file. Read-only. Defaults to the current scene. Read scene_get_tree Return the node tree of the currently edited scene (name, type, path, script, children). Read scene_list_open List the res:// paths of all scenes open in the editor, which one is current, and which have unsaved changes. Read screenshot_editor Capture the 2D or 3D editor viewport as a PNG and return it as image content so the assistant can see the scen Read selection_get Return the paths of the nodes currently selected in the editor. Read signal_list List the signals a node declares (name and argument names), including user signals. Read-only. Read signal_list_connections List a node's outgoing signal connections (signal, target node path, method, flags). Optionally filter to one Read test_detect Detect an installed GDScript test framework (GUT or GdUnit4) in the project. Returns { framework: gut|gdunit4| Read test_list List GDScript test scripts (files named test_.gd or _test.gd) under a directory (default res://test), searched Read tilemap_get_cell Read one cell of a TileMapLayer. An empty cell reads back as source_id -1, atlas_coords [-1, -1], alternative Read vcs_blame Per-line last-change attribution for a file: for each line, the short commit, author, ISO date, and the line t Read vcs_branch_list List branches with their short object name and a flag for the current branch. Local only by default; set remot Read vcs_diff Unified diff of the working tree (default) or the staged index (staged=true), optionally scoped to a single pa Read vcs_log Recent commits, newest first: full and short hash, author, ISO author date, and subject. Optionally limit to c Read vcs_show Inspect a commit or a file at a revision. With no path: commit metadata (hash, author, date, subject, body) pl Read vcs_status Working-tree status of the project's git repository: current branch, upstream ahead/behind, and the staged / u

Related servers

Other MCP servers with similar tools — same risk classification, starter policies for each.

Questions about Breakpoint

Can an AI agent delete data through the Breakpoint MCP server? +

Yes. The Breakpoint server exposes 18 destructive tools including anim_delete, anim_remove_key, filesystem_move. These permanently remove resources with no undo. PolicyLayer blocks destructive tools by default so they never reach the upstream server.

How do I prevent bulk modifications through Breakpoint? +

The Breakpoint server has 131 write tools including anim_add_track, anim_create, anim_insert_key. Set a rate limit in your policy -- for example, 10 calls per hour prevents an agent from making more than 10 modifications per hour. PolicyLayer enforces this at the gateway, before calls reach Breakpoint.

How many tools does the Breakpoint MCP server expose? +

274 tools across 4 categories: Destructive, Execute, Read, Write. 92 are read-only. 182 can modify, create, or delete data.

How do I enforce a policy on Breakpoint? +

Register the Breakpoint MCP server in PolicyLayer, apply the suggested rules above (adjust the limits to your use case), and point your AI client at the PolicyLayer proxy URL instead of the server directly. Your agents keep the same tools; PolicyLayer evaluates every call against policy before it executes. Nothing to install, live in minutes.

Enforce policy on every Breakpoint tool call.

Deterministic rules across all 274 Breakpoint tools. Per-identity grants. Full audit log. Live in minutes. Nothing to install.

Instant setup, no code required.

274 Breakpoint tools catalogued and risk-classified — across an index of 46,500+ MCP servers.

// WHERE THIS COMES FROM

These policies come from Breakpoint's registry record.

The record behind this page: verified identity, auth posture, risk grade, every tool classified, recommended policy — re-checked continuously.

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