collisionpolygon_add
Add a CollisionPolygon2D/3D node carrying a polygon under a parent (usually a body) in the edited scene (undoable). points is a 2D outline [[x, y], …] (≥3); for 3D it is extruded along Z by depth. 2D build_mode is solids | segments. In-scene and undoable — not gated.
This record as markdown: /tools/godot-breakpoint-mcp/collisionpolygon-add.md
What collisionpolygon_add does on Godot Breakpoint
AI agents use collisionpolygon_add 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 collisionpolygon_add is rated Medium
This tool creates new collision polygon nodes in a Godot scene, which is a reversible modification (explicitly marked as 'undoable'). It does not execute arbitrary code, delete data, or cause financial effects. While it affects the scene structure, the action is reversible and falls under Write category.
From the tool's definition Tool description explicitly states it will 'Add a CollisionPolygon2D/3D node' and 'carrying a polygon under a parent (usually a body) in the edited scene (undoable)'. This creates new scene nodes and modifies the scene structure.
Attacks that exploit this kind of access
The rule that runs collisionpolygon_add 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 collisionpolygon_add, this is the rule to start with:
collisionpolygon_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 Godot Breakpoint, apply this rule, and every collisionpolygon_add call is checked against it from then on.
Questions about collisionpolygon_add
Add a CollisionPolygon2D/3D node carrying a polygon under a parent (usually a body) in the edited scene (undoable). points is a 2D outline [[x, y], …] (≥3); for 3D it is extruded along Z by depth. 2D build_mode is solids | segments. 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 collisionpolygon_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 Godot Breakpoint. Nothing to install.
collisionpolygon_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 collisionpolygon_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 collisionpolygon_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.
collisionpolygon_add 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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