unity_navmesh_add_agent
Add a NavMeshAgent component to a GameObject with optional settings (speed, angular speed, acceleration, stopping distance, radius, height).
This record as markdown: /tools/anklebreaker-studio-unity-mcp-server/unity-navmesh-add-agent.md
What unity_navmesh_add_agent does on Unity MCP Server
AI agents use unity_navmesh_add_agent 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_navmesh_add_agent is rated Medium
This tool creates and configures a new component (NavMeshAgent) on a GameObject, modifying the scene state reversibly. It falls under Write category as it creates/modifies data without deletion or code execution. Severity is medium because misconfiguration could affect game behavior (pathfinding, NPC movement), but the operation is reversible and limited to a single component addition.
From the tool's definition Tool name contains 'add' and description states 'Add a NavMeshAgent component to a GameObject with optional settings'. This is a create/modify operation that adds a component to a game object.
Attacks that exploit this kind of access
The rule that runs unity_navmesh_add_agent 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_navmesh_add_agent, this is the rule to start with:
unity_navmesh_add_agent 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_navmesh_add_agent call is checked against it from then on.
Questions about unity_navmesh_add_agent
Add a NavMeshAgent component to a GameObject with optional settings (speed, angular speed, acceleration, stopping distance, radius, height). 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_navmesh_add_agent: 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_navmesh_add_agent 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_navmesh_add_agent 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_navmesh_add_agent. 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_navmesh_add_agent 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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