unity_amplify_disconnect_all
Remove all connections from a specific node in the Amplify Shader Editor graph (both input and output connections).
This record as markdown: /tools/anklebreaker-studio-unity-mcp-server/unity-amplify-disconnect-all.md
What unity_amplify_disconnect_all does on Unity MCP Server
AI agents use unity_amplify_disconnect_all to create or update resources in Unity MCP Server, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Unity MCP Server environment.
Why unity_amplify_disconnect_all is rated Medium
This tool modifies project state (shader graph connections) but the operation is reversible—disconnected nodes can be reconnected. It does not delete nodes or irreversibly destroy data, nor does it execute arbitrary code or trigger external operations. It qualifies as Write rather than Destructive because disconnection is a standard, undo-able editing operation in shader graph workflows.
From the tool's definition Tool description states it 'Remove[s] all connections from a specific node' in Amplify Shader Editor. This modifies the shader graph structure by removing connections, which is a reversible edit operation (connections can be re-established).
Attacks that exploit this kind of access
The rule that runs unity_amplify_disconnect_all safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Unity MCP Server, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For unity_amplify_disconnect_all, this is the rule to start with:
unity_amplify_disconnect_all stays usable, but capped: an agent stuck in a loop can't make hundreds of changes a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect Unity MCP Server, apply this rule, and every unity_amplify_disconnect_all call is checked against it from then on.
Questions about unity_amplify_disconnect_all
Remove all connections from a specific node in the Amplify Shader Editor graph (both input and output connections). It is categorised as a Write tool in the Unity MCP Server MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
Register the Unity MCP Server MCP server in PolicyLayer and add a rule for unity_amplify_disconnect_all: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Unity MCP Server. Nothing to install.
unity_amplify_disconnect_all is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.
Yes. Add a rate_limit block to the unity_amplify_disconnect_all rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.
Set action: deny in the PolicyLayer policy for unity_amplify_disconnect_all. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.
unity_amplify_disconnect_all is provided by the Unity MCP Server MCP server (anklebreaker-studio/unity-mcp-server). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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