godot_run_project
Run the project (detached). Optionally start from a specific scene path (res://...). WAITS until the game's runtime bridge answers ping and reports bridge_ready — the game takes roughly half a second to three seconds to bind it, and no runtime_* tool is reachable before it does. Refuses if the ru...
This record as markdown: /tools/breakpoint-mcp/godot-run-project.md
What godot_run_project does on Breakpoint
AI agents invoke godot_run_project to trigger actions in Breakpoint. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.
| Parameter | Type | Required | Description |
|---|---|---|---|
scene | string | — | Optional scene to run, e.g. res://levels/test.tscn |
wait_timeout_ms | integer | — | How long to wait for the runtime bridge to answer ping, in ms (default 15000, the runtime bridge's own deadline). 0 returns as soon as the process is spawned, r |
allow_port_conflict | boolean | — | Start even though the runtime bridge port is already bound (default false). The new game's runtime bridge will NOT be reachable — use only when you want the pro |
Parameters from the server's own tool schema.
Why godot_run_project is rated High
godot_run_project triggers real processes with real consequences. An agent gone sideways doesn't fire it once. It starts dozens of builds, sends mass notifications, or burns through compute before anyone looks up.
Attacks that exploit this kind of access
The rule that runs godot_run_project 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 godot_run_project, this is the rule to start with:
godot_run_project stays usable, but rate-capped: a runaway agent can't fire it dozens of times 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 godot_run_project call is checked against it from then on.
Questions about godot_run_project
Run the project (detached). Optionally start from a specific scene path (res://...). WAITS until the game's runtime bridge answers ping and reports bridge_ready — the game takes roughly half a second to three seconds to bind it, and no runtime_* tool is reachable before it does. Refuses if the runtime bridge port is already bound — the new game could not host the bridge, and every runtime_* call would address the process already holding the port. Use runtime_spawn_peers to drive more than one game at once. It is categorised as a Execute tool in the Breakpoint MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
godot_run_project accepts 3 parameters: scene, wait_timeout_ms, allow_port_conflict. 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 godot_run_project: 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.
godot_run_project is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.
Yes. Add a rate_limit block to the godot_run_project 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 godot_run_project. 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.
godot_run_project 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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