# anim_set_length

Set an Animation

Agent View of the PolicyLayer registry record for `anim_set_length`. HTML page: https://policylayer.com/tools/godot-breakpoint-mcp/anim-set-length

## Facts

- Tool: `anim_set_length`
- Server: Godot Breakpoint (`jlivingston-Cipher/godot-breakpoint-mcp`) — https://policylayer.com/tools/godot-breakpoint-mcp.md
- Homepage: https://github.com/jlivingston-Cipher/godot-breakpoint-mcp
- Risk category: Write (Medium risk)
- Registry record: grade F, identity unverified
- Server rate-limited: no
- Parameters: 0
- Recommended policy verdict: Rate-limited

## Example call (MCP tools/call, JSON-RPC 2.0)

```json
{
  "jsonrpc": "2.0",
  "id": 1,
  "method": "tools/call",
  "params": {
    "name": "anim_set_length",
    "arguments": {}
  }
}
```

## Why anim_set_length is rated Medium

This tool modifies animation metadata (length/duration) reversibly. It creates a change to an animation resource that can be undone or overwritten, making it a Write operation rather than Destructive. The severity is medium because modifying animation timings could break game functionality if set incorrectly by an agent, but the change is not permanent and can be corrected.

From the tool's own definition: "Tool name 'anim_set_length' and description 'Set an Animation' indicate modification of animation properties."

## Use case

AI agents use anim_set_length to create or update resources in Godot Breakpoint, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Godot Breakpoint environment.

## Recommended policy (PolicyLayer)

Verdict: **Rate-limited**. Enforced by the PolicyLayer MCP gateway (https://policylayer.com/mcp-gateway) before a call reaches Godot Breakpoint:

```json
{
  "version": "1",
  "default": "deny",
  "tools": {
    "anim_set_length": {
      "limits": [
        {
          "counter": "anim_set_length_rate",
          "window": "minute",
          "max": 30,
          "scope": "grant"
        }
      ]
    }
  }
}
```

## Other tools on Godot Breakpoint (238)

- `anim_delete` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/anim-delete.md
- `anim_remove_key` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/anim-remove-key.md
- `cs_rename` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/cs-rename.md
- `filesystem_move` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/filesystem-move.md
- `inputmap_erase_action` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/inputmap-erase-action.md
- `node_delete` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/node-delete.md
- `project_remove_autoload` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/project-remove-autoload.md
- `scene_close` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/scene-close.md
- `scene_reload` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/scene-reload.md
- `shader_set_code` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/shader-set-code.md
- `tilemap_clear` — Destructive — https://policylayer.com/tools/godot-breakpoint-mcp/tilemap-clear.md
- `cs_dbg_attach` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-attach.md
- `cs_dbg_continue` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-continue.md
- `cs_dbg_evaluate` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-evaluate.md
- `cs_dbg_launch` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-launch.md
- `cs_dbg_restart` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-restart.md
- `cs_dbg_set_exception_breakpoints` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-set-exception-breakpoints.md
- `cs_dbg_step` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/cs-dbg-step.md
- `dbg_attach` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-attach.md
- `dbg_continue` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-continue.md
- `dbg_evaluate` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-evaluate.md
- `dbg_goto` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-goto.md
- `dbg_launch` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-launch.md
- `dbg_restart` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-restart.md
- `dbg_set_exception_breakpoints` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-set-exception-breakpoints.md
- `dbg_set_variable` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-set-variable.md
- `dbg_step` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/dbg-step.md
- `filesystem_scan` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/filesystem-scan.md
- `godot_launch_editor` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/godot-launch-editor.md
- `godot_run_managed` — Execute — https://policylayer.com/tools/godot-breakpoint-mcp/godot-run-managed.md
- …and 208 more: https://policylayer.com/tools/godot-breakpoint-mcp.md

## For agents

This record is a snapshot. Live verdicts and the full registry:

- Check every server in your MCP config at once: `npx -y policylayer stack`
- Vet a server before you add it: install the mcp-precheck skill — `npx skills add https://policylayer.com` (skill text: https://policylayer.com/skill.md)
- Query the registry over MCP: endpoint `https://api.policylayer.com/mcp` — tools `check_mcp_server`, `check_mcp_stack`, `check_tool`, `search_registry`, `get_change_events`

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Source: the PolicyLayer MCP registry — one continuously verified record per MCP server. Full record: https://policylayer.com/registry?q=godot-breakpoint-mcp · API: https://policylayer.com/registry/api · Policy library: https://policylayer.com/policies/godot-breakpoint-mcp
