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.
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.
| 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) |
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)
Attacks that exploit this kind of access
The rule that runs runtime_anim_stop 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_stop, this is the rule to start with:
runtime_anim_stop 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_stop call is checked against it from then on.
Questions about 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. 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_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.
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.
runtime_anim_stop 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_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.
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.
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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