# unity_physics_set_collision_layer

Set whether two physics layers should collide or ignore each other.

Agent View of the PolicyLayer registry record for `unity_physics_set_collision_layer`. HTML page: https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-physics-set-collision-layer

## Facts

- Tool: `unity_physics_set_collision_layer`
- Server: Unity MCP Server (`anklebreaker-studio/unity-mcp-server`) — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server.md
- Homepage: https://github.com/AnkleBreaker-Studio/unity-mcp-server
- Risk category: Write (Medium risk)
- Registry record: grade F, identity unverified
- Server rate-limited: no
- Parameters: 0
- Recommended policy verdict: Rate-limited

## Example call (MCP tools/call, JSON-RPC 2.0)

```json
{
  "jsonrpc": "2.0",
  "id": 1,
  "method": "tools/call",
  "params": {
    "name": "unity_physics_set_collision_layer",
    "arguments": {}
  }
}
```

## Why unity_physics_set_collision_layer is rated Medium

This tool modifies physics layer collision settings, which changes game behavior reversibly. It is not destructive (settings can be undone/reconfigured), not financial, and not Read (it actively changes state). It does not execute arbitrary code but configures physics engine behavior. Categorized as Write because it updates physics configuration.

From the tool's own definition: "Tool name 'unity_physics_set_collision_layer' combined with description 'Set whether two physics layers should collide or ignore each other' indicates modification of physics configuration."

## Use case

AI agents use unity_physics_set_collision_layer 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.

## Recommended policy (PolicyLayer)

Verdict: **Rate-limited**. Enforced by the PolicyLayer MCP gateway (https://policylayer.com/mcp-gateway) before a call reaches Unity MCP Server:

```json
{
  "version": "1",
  "default": "deny",
  "tools": {
    "unity_physics_set_collision_layer": {
      "limits": [
        {
          "counter": "unity_physics_set_collision_layer_rate",
          "window": "minute",
          "max": 30,
          "scope": "grant"
        }
      ]
    }
  }
}
```

## Other tools on Unity MCP Server (337)

- `unity_amplify_remove_node` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-remove-node.md
- `unity_animation_remove_curve` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-curve.md
- `unity_animation_remove_event` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-event.md
- `unity_animation_remove_keyframe` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-keyframe.md
- `unity_animation_remove_layer` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-layer.md
- `unity_animation_remove_parameter` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-parameter.md
- `unity_animation_remove_state` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-state.md
- `unity_animation_remove_transition` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-transition.md
- `unity_asset_delete` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asset-delete.md
- `unity_component_remove` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-component-remove.md
- `unity_console_clear` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-console-clear.md
- `unity_editorprefs_delete` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-editorprefs-delete.md
- `unity_gameobject_delete` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-gameobject-delete.md
- `unity_input_remove_action` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-input-remove-action.md
- `unity_input_remove_map` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-input-remove-map.md
- `unity_navmesh_clear` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-navmesh-clear.md
- `unity_packages_remove` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-packages-remove.md
- `unity_playerprefs_delete` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-playerprefs-delete.md
- `unity_playerprefs_delete_all` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-playerprefs-delete-all.md
- `unity_prefab_remove_component` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-remove-component.md
- `unity_prefab_remove_gameobject` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-remove-gameobject.md
- `unity_probuilder_delete_faces` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-delete-faces.md
- `unity_scene_new` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scene-new.md
- `unity_shadergraph_remove_node` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-remove-node.md
- `unity_spriteatlas_delete` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-spriteatlas-delete.md
- `unity_terrain_clear_detail` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-clear-detail.md
- `unity_terrain_clear_trees` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-clear-trees.md
- `unity_terrain_remove_layer` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-remove-layer.md
- `unity_terrain_remove_tree_prototype` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-remove-tree-prototype.md
- `unity_undo_clear` — Destructive — https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-undo-clear.md
- …and 307 more: https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server.md

## For agents

This record is a snapshot. Live verdicts and the full registry:

- Check every server in your MCP config at once: `npx -y policylayer stack`
- Vet a server before you add it: install the mcp-precheck skill — `npx skills add https://policylayer.com` (skill text: https://policylayer.com/skill.md)
- Query the registry over MCP: endpoint `https://api.policylayer.com/mcp` — tools `check_mcp_server`, `check_mcp_stack`, `check_tool`, `search_registry`, `get_change_events`

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Source: the PolicyLayer MCP registry — one continuously verified record per MCP server. Full record: https://policylayer.com/registry?q=anklebreaker-studio-unity-mcp-server · API: https://policylayer.com/registry/api · Policy library: https://policylayer.com/policies/anklebreaker-studio-unity-mcp-server
