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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.

SERVERBreakpoint SOURCEbreakpoint-mcp
High RISK CLASS
Category Execute
Parameters 61 required
Recommended Rate-limitedsee the rule below
Registry record Grade F, identity unverified Pull the record →

This record as markdown: /tools/breakpoint-mcp/runtime-node-add.md

What runtime_node_add does on Breakpoint

AI agents invoke runtime_node_add 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
name string Optional name for the new node
peer string Target a headless peer by id (from runtime_spawn_peers). Omit to address 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 Auto-approve this destructive action (skip the confirmation prompt)

Parameters from the server's own tool schema.

Why runtime_node_add is rated High

This tool modifies the live running game state by adding nodes at runtime, which is a real-time execution operation affecting a live process. While labeled 'DESTRUCTIVE' in the description, the action is not irreversible data deletion — it adds (creates) objects to a running game, which is closer to Execute (triggering external operations in a live runtime).

From the tool's definition 'Add a node to the LIVE running game' and 'a res:// PackedScene to instantiate OR a ClassDB class to instantiate' — modifies the live runtime state of a running game by injecting new nodes

Questions about runtime_node_add

What does the runtime_node_add tool do? +

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 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_node_add accept? +

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.

How do I enforce a policy on runtime_node_add? +

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.

What risk level is runtime_node_add? +

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

Can I rate-limit runtime_node_add? +

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.

How do I block runtime_node_add completely? +

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.

What MCP server provides runtime_node_add? +

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.

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