runtime_anim_play
Play an animation on a LIVE AnimationPlayer node. DESTRUCTIVE (drives the running game) — gated by confirmation. Omit animation to (re)play the currently-assigned one.
This record as markdown: /tools/breakpoint-mcp/runtime-anim-play.md
What runtime_anim_play does on Breakpoint
AI agents invoke runtime_anim_play 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 |
|---|---|---|---|
path | string | Yes | Path to an AnimationPlayer node in the running scene |
peer | string | — | Target a headless peer by id (from runtime_spawn_peers). Omit to address the default running game. |
confirm | boolean | — | Auto-approve this destructive action (skip the confirmation prompt) |
from_end | boolean | — | Start playback from the end (default false) |
animation | string | — | Animation name to play (default: the current/assigned animation) |
custom_speed | number | — | Playback speed multiplier (default 1.0; negative not supported here) |
Parameters from the server's own tool schema.
Why runtime_anim_play is rated High
This tool triggers execution in a live/running game environment. While described as 'DESTRUCTIVE' by the server author, it doesn't delete or overwrite data irreversibly — it drives runtime behavior (playing an animation on a live node). The most accurate category is Execute, as it triggers an external operation (animation playback) in a running process.
From the tool's definition Play an animation on a LIVE AnimationPlayer node. DESTRUCTIVE (drives the running game) — gated by confirmation.
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs runtime_anim_play 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 runtime_anim_play, this is the rule to start with:
runtime_anim_play 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 runtime_anim_play call is checked against it from then on.
Questions about runtime_anim_play
Play an animation on a LIVE AnimationPlayer node. DESTRUCTIVE (drives the running game) — gated by confirmation. Omit animation to (re)play the currently-assigned one. 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.
runtime_anim_play accepts 6 parameters: path, peer, confirm, from_end, animation, custom_speed. 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 runtime_anim_play: 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.
runtime_anim_play 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 runtime_anim_play 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 runtime_anim_play. 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.
runtime_anim_play 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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