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runtime_anim_stop

Stop (or pause) a LIVE AnimationPlayer node. DESTRUCTIVE (drives the running game) — gated by confirmation. keep_state:true pauses in place; false (default) stops.

SERVERBreakpoint SOURCEbreakpoint-mcp
High RISK CLASS
Category Execute
Parameters 41 required
Recommended Rate-limitedsee the rule below
Registry record Grade F, identity unverified Pull the record →

This record as markdown: /tools/breakpoint-mcp/runtime-anim-stop.md

What runtime_anim_stop does on Breakpoint

AI agents invoke runtime_anim_stop 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.

ParameterTypeRequiredDescription
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)
keep_state boolean Pause in place instead of stopping (default false)

Parameters from the server's own tool schema.

Why runtime_anim_stop is rated High

While the description mentions 'DESTRUCTIVE', the tool does not irreversibly delete or overwrite data—pausing/stopping an animation is reversible (the animation can be resumed). The effect is to execute a control command on a live game system whose consequences depend on the arguments passed (keep_state parameter). This fits Execute (triggers external operations) rather than Destructive (irreversible data loss).

From the tool's definition Tool description explicitly states it stops or pauses a LIVE AnimationPlayer node and notes it 'drives the running game', indicating it triggers external operations with real-time effects on a game engine.

Risk signalsAccepts file system path (path)

Questions about runtime_anim_stop

What does the runtime_anim_stop tool do? +

Stop (or pause) a LIVE AnimationPlayer node. DESTRUCTIVE (drives the running game) — gated by confirmation. keep_state:true pauses in place; false (default) stops. 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.

What parameters does runtime_anim_stop accept? +

runtime_anim_stop accepts 4 parameters: path, peer, confirm, keep_state. Required: path. The full parameter table on this page comes from the server's own tool schema.

How do I enforce a policy on runtime_anim_stop? +

Register the Breakpoint MCP server in PolicyLayer and add a rule for runtime_anim_stop: 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.

What risk level is runtime_anim_stop? +

runtime_anim_stop is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.

Can I rate-limit runtime_anim_stop? +

Yes. Add a rate_limit block to the runtime_anim_stop 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.

How do I block runtime_anim_stop completely? +

Set action: deny in the PolicyLayer policy for runtime_anim_stop. 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.

What MCP server provides runtime_anim_stop? +

runtime_anim_stop 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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