body_set_collision_layer
Set the collision_layer bitmask on a physics body or area (CollisionObject2D/3D) in the edited scene (undoable). layer is the integer bitmask of layers this object occupies.
This record as markdown: /tools/godot-breakpoint-mcp/body-set-collision-layer.md
What body_set_collision_layer does on Godot Breakpoint
AI agents use body_set_collision_layer 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.
Why body_set_collision_layer is rated Medium
This tool modifies collision physics properties of game objects in the Godot editor scene, changing which collision layers an object occupies. While this affects game behavior, the modification is explicitly reversible (undoable), making it a Write operation rather than Destructive.
From the tool's definition Tool description states it 'Set the collision_layer bitmask on a physics body or area' and explicitly notes the operation is '(undoable)', indicating it modifies scene state reversibly.
Attacks that exploit this kind of access
The rule that runs body_set_collision_layer safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Godot Breakpoint, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For body_set_collision_layer, this is the rule to start with:
body_set_collision_layer 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 Godot Breakpoint, apply this rule, and every body_set_collision_layer call is checked against it from then on.
Questions about body_set_collision_layer
Set the collision_layer bitmask on a physics body or area (CollisionObject2D/3D) in the edited scene (undoable). layer is the integer bitmask of layers this object occupies. It is categorised as a Write tool in the Godot Breakpoint MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
Register the Godot Breakpoint MCP server in PolicyLayer and add a rule for body_set_collision_layer: 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 Godot Breakpoint. Nothing to install.
body_set_collision_layer 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 body_set_collision_layer 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 body_set_collision_layer. 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.
body_set_collision_layer is provided by the Godot Breakpoint MCP server (jlivingston-Cipher/godot-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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