body_set_physics_material
Create a PhysicsMaterial and assign it as physics_material_override on a StaticBody/RigidBody (2D or 3D) in the edited scene (undoable): friction (default 1), bounce (default 0), rough, absorbent. In-scene and undoable — not gated.
This record as markdown: /tools/godot-breakpoint-mcp/body-set-physics-material.md
What body_set_physics_material does on Godot Breakpoint
AI agents use body_set_physics_material 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_physics_material is rated Medium
This tool creates and modifies physics material properties on game objects within an edited scene. While it changes scene state, the description explicitly indicates the action is undoable, making it reversible (Write rather than Destructive).
From the tool's definition Tool description states it 'Create a PhysicsMaterial and assign it' to bodies in the scene. The action is 'undoable' and explicitly 'In-scene', indicating reversible modification of scene data.
Attacks that exploit this kind of access
The rule that runs body_set_physics_material 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_physics_material, this is the rule to start with:
body_set_physics_material 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_physics_material call is checked against it from then on.
Questions about body_set_physics_material
Create a PhysicsMaterial and assign it as physics_material_override on a StaticBody/RigidBody (2D or 3D) in the edited scene (undoable): friction (default 1), bounce (default 0), rough, absorbent. In-scene and undoable — not gated. 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_physics_material: 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_physics_material 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_physics_material 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_physics_material. 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_physics_material 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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