Critical Risk →

unity_amplify_remove_node

Remove a node from the currently open Amplify Shader Editor graph by its unique ID. Cannot remove the master/output node.

How to control unity_amplify_remove_node ↓

What unity_amplify_remove_node does on Unity MCP Server

AI agents call unity_amplify_remove_node to permanently remove resources in Unity MCP Server — typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.

Critical Risk

Why unity_amplify_remove_node needs a policy

Removing a node from a shader graph destroys that node and its associated connections. While the master/output node is protected, removing intermediate nodes can break shader logic irreversibly (without an explicit undo). This qualifies as Destructive. Severity is medium because it affects a shader graph element within a single project rather than system-wide data.

From the tool's definition 'Remove a node from the currently open Amplify Shader Editor graph' — removing a node is an irreversible deletion of that node and its connections from the shader graph.

Documented attack patterns abuse exactly the kind of access unity_amplify_remove_node gives an agent:

How to control unity_amplify_remove_node

PolicyLayer is an MCP gateway — it sits between your AI agents and Unity MCP Server, and nothing reaches the server without passing your rules. This is the rule we recommend for unity_amplify_remove_node:

policy.json
{
  "version": "1",
  "default": "deny",
  "hide": [
    "unity_amplify_remove_node"
  ]
}

unity_amplify_remove_node disappears from the agent's tool list entirely, and any attempt to call it is denied. The rest of the server keeps working.

  1. Create a free account and register Unity MCP Server — nothing to install.
  2. Add this policy — paste it, or build it visually.
  3. Point your MCP client (Claude, Cursor, anything) at your gateway URL.
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Related tools and policies

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Questions about unity_amplify_remove_node

What does the unity_amplify_remove_node tool do? +

Remove a node from the currently open Amplify Shader Editor graph by its unique ID. Cannot remove the master/output node. It is categorised as a Destructive tool in the Unity MCP Server MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.

How do I enforce a policy on unity_amplify_remove_node? +

Register the Unity MCP Server MCP server in PolicyLayer and add a rule for unity_amplify_remove_node: 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.

What risk level is unity_amplify_remove_node? +

unity_amplify_remove_node is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.

Can I rate-limit unity_amplify_remove_node? +

Yes. Add a rate_limit block to the unity_amplify_remove_node 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.

How do I block unity_amplify_remove_node completely? +

Set action: deny in the PolicyLayer policy for unity_amplify_remove_node. 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.

What MCP server provides unity_amplify_remove_node? +

unity_amplify_remove_node 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.

Enforce policy on every Unity MCP Server tool call.

Start from Unity MCP Server, add the rest of your stack, and see everything your agents can call. Then put policy on all of it.

Free to start. No card required.

324 Unity MCP Server tools catalogued and risk-classified — across an index of 43,000+ MCP servers.

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