body_set_collision_mask
Set the collision_mask bitmask on a physics body or area (CollisionObject2D/3D) in the edited scene (undoable). mask is the integer bitmask of layers this object scans for collisions.
This record as markdown: /tools/breakpoint-mcp/body-set-collision-mask.md
What body_set_collision_mask does on Breakpoint
AI agents use body_set_collision_mask to create or update resources in Breakpoint, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Breakpoint environment.
| Parameter | Type | Required | Description |
|---|---|---|---|
mask | integer | Yes | collision_mask bitmask (non-negative integer) |
path | string | Yes | Body/Area node path relative to the scene root |
Parameters from the server's own tool schema.
Why body_set_collision_mask is rated Medium
This tool modifies physics properties of scene objects in what appears to be a game engine editor (Godot-like MCP server). While the change is reversible (undo support), it alters scene state and could affect game behavior if misapplied. This is a Write operation rather than Execute because it doesn't run arbitrary code or trigger external operations—it simply updates a specific property value.
From the tool's definition Tool description states it 'Set[s] the collision_mask bitmask on a physics body or area' and is marked '(undoable)', indicating a reversible modification of scene object properties.
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs body_set_collision_mask safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Breakpoint, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For body_set_collision_mask, this is the rule to start with:
body_set_collision_mask 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 Breakpoint, apply this rule, and every body_set_collision_mask call is checked against it from then on.
Questions about body_set_collision_mask
Set the collision_mask bitmask on a physics body or area (CollisionObject2D/3D) in the edited scene (undoable). mask is the integer bitmask of layers this object scans for collisions. It is categorised as a Write tool in the Breakpoint MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
body_set_collision_mask accepts 2 parameters: mask, path. Required: mask, path. The full parameter table on this page comes from the server's own tool schema.
Register the Breakpoint MCP server in PolicyLayer and add a rule for body_set_collision_mask: 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 Breakpoint. Nothing to install.
body_set_collision_mask 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 body_set_collision_mask 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 body_set_collision_mask. 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.
body_set_collision_mask is provided by the Breakpoint MCP server (breakpoint-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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