runtime_node_add
Add a node to the LIVE running game as a child of parent. DESTRUCTIVE — gated by confirmation. Provide scene (a res:// PackedScene to instantiate) OR type (a ClassDB class to instantiate); name renames it.
This record as markdown: /tools/breakpoint-mcp/runtime-node-add.md
What runtime_node_add does on Breakpoint
AI agents use runtime_node_add 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 |
|---|---|---|---|
name | string | — | Optional name for the new node A taken name gets a number appended (`SFX`->`SFX2`), reported as `coerced` + `requested`. |
peer | string | — | Headless peer id from runtime_spawn_peers; omit for the default running game. |
type | string | — | Class name to instantiate (e.g. Node2D) — mutually exclusive with `scene` |
scene | string | — | res:// path to a PackedScene to instantiate — mutually exclusive with `type` |
parent | string | Yes | Path to the parent node in the running scene |
confirm | boolean | — | Skip the confirmation prompt (auto-approve) |
Parameters from the server's own tool schema.
Why runtime_node_add is rated Medium
An AI agent can call runtime_node_add faster than any human can review: one bad instruction and it creates or modifies resources in Breakpoint by the hundred, each call as confident as the last.
Attacks that exploit this kind of access
The rule that runs runtime_node_add 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_node_add, this is the rule to start with:
runtime_node_add 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 runtime_node_add call is checked against it from then on.
Questions about runtime_node_add
Add a node to the LIVE running game as a child of parent. DESTRUCTIVE — gated by confirmation. Provide scene (a res:// PackedScene to instantiate) OR type (a ClassDB class to instantiate); name renames it. 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.
runtime_node_add accepts 6 parameters: name, peer, type, scene, parent, confirm. Required: parent. 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_node_add: 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_node_add 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 runtime_node_add 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_node_add. 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_node_add 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.
More on Breakpoint, and thousands of servers like it.
This server
Across the catalogue