Critical-risk tools in Godot
17 of the 386 tools in Godot are classified as critical risk. This page profiles those tools specifically, with recommended policy actions and the attack patterns that target them.
Every operation listed below is an action PolicyLayer recommends controlling at the transport layer. Open any tool to see the full profile, risk score, and YAML policy snippet.
Tools at critical risk
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clear_game_logsDestructiveDelete rotated Godot log backups (optionally the current log too).
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delete_fileDestructiveDelete a file with .bak backup.
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editor_delete_assetDestructiveDelete a file or folder via editor.
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editor_delete_selectedDestructiveDelete currently selected nodes.
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editor_remove_autoloadDestructiveRemove an autoload singleton via editor API.
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editor_remove_input_actionDestructiveRemove an input action via editor API.
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editor_remove_nodeDestructiveRemove a node from the currently open scene.
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editor_restartDestructiveRestart the editor (requires confirm=true; optional save). Destructive.
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remove_animation_trackDestructiveRemove track from animation.
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remove_audio_busDestructiveRemove audio bus.
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remove_autoloadDestructiveRemove an autoload entry.
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remove_export_presetDestructiveRemove an export preset and renumber the remaining ones.
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remove_input_actionDestructiveRemove an input action.
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remove_jointDestructiveRemove a physics joint node from a scene.
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remove_nodeDestructiveRemove a node from a scene.
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remove_shader_graph_nodeDestructiveRemove a node from a VisualShader graph by index.
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unregister_translationDestructiveRemove a translation file from the project translation list.
Attacks that target this class
Critical-risk tools in any server share these documented attack patterns. Each links to the full case and the defensive policy.