body_set_physics_material
Create a PhysicsMaterial and assign it as physics_material_override on a StaticBody/RigidBody (2D or 3D) in the edited scene (undoable): friction (default 1), bounce (default 0), rough, absorbent. In-scene and undoable — not gated.
This record as markdown: /tools/breakpoint-mcp/body-set-physics-material.md
What body_set_physics_material does on Breakpoint
AI agents use body_set_physics_material 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 |
|---|---|---|---|
path | string | Yes | StaticBody/RigidBody 2D/3D node path relative to the scene root |
rough | boolean | — | Rough friction combine mode (default false) |
bounce | number | — | Restitution/bounciness 0..1 (default 0) |
friction | number | — | Surface friction 0..1 (default 1) |
absorbent | boolean | — | Absorbent bounce combine mode (default false) |
Parameters from the server's own tool schema.
Why body_set_physics_material is rated Medium
The tool creates a new PhysicsMaterial resource and assigns it to a node property in the scene. This is a reversible write operation (explicitly noted as undoable). It modifies scene data but does not delete anything or execute arbitrary code.
From the tool's definition Create a PhysicsMaterial and assign it as physics_material_override on a StaticBody/RigidBody... undoable
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs body_set_physics_material 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_physics_material, this is the rule to start with:
body_set_physics_material 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_physics_material call is checked against it from then on.
Questions about body_set_physics_material
Create a PhysicsMaterial and assign it as physics_material_override on a StaticBody/RigidBody (2D or 3D) in the edited scene (undoable): friction (default 1), bounce (default 0), rough, absorbent. In-scene and undoable — not gated. 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_physics_material accepts 5 parameters: path, rough, bounce, friction, absorbent. Required: 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_physics_material: 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_physics_material 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_physics_material 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_physics_material. 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_physics_material 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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