Critical Risk →

unity_navmesh_clear

Clear all baked NavMeshes from the scene.

How to control unity_navmesh_clear ↓

AI agents call unity_navmesh_clear 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

This operation destroys pre-existing scene data (baked NavMeshes) in an irreversible manner. While re-baking is possible, the original baked state is permanently lost. The tool fits the Destructive category as it performs an action that cannot be undone without manual intervention. The high severity reflects the potential disruption to game navigation logic if invoked unintentionally during active development.

From the tool's definition "Clear all baked NavMeshes from the scene" – the tool irreversibly removes navigation mesh data that has been pre-computed and baked into the scene, which cannot be automatically recovered without re-baking.

Risk signalsBulk/mass operation — affects multiple targets

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

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_navmesh_clear:

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

unity_navmesh_clear 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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Go deeper

What does the unity_navmesh_clear tool do? +

Clear all baked NavMeshes from the scene. 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_navmesh_clear? +

Register the Unity MCP Server MCP server in PolicyLayer and add a rule for unity_navmesh_clear: 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_navmesh_clear? +

unity_navmesh_clear 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_navmesh_clear? +

Yes. Add a rate_limit block to the unity_navmesh_clear 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_navmesh_clear completely? +

Set action: deny in the PolicyLayer policy for unity_navmesh_clear. 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_navmesh_clear? +

unity_navmesh_clear 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.

Deterministic rules across all 324 Unity MCP Server tools. Per-identity grants. Full audit log. Live in minutes. Nothing to install.

Free to start. No card required.

324 Unity MCP Server tools catalogued and risk-classified — across an index of 42,500+ MCP servers.

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