collisionshape_add
Add a CollisionShape2D/3D node carrying a shape resource under a parent (usually a body) in the edited scene (undoable). shape is rect | circle | capsule | polygon; dim selects 2D (Rectangle/Circle/Capsule/ConvexPolygon 2D) or 3D (Box/Sphere/Capsule/ConvexPolygon 3D). In-scene and undoable — not ...
This record as markdown: /tools/godot-breakpoint-mcp/collisionshape-add.md
What collisionshape_add does on Godot Breakpoint
AI agents use collisionshape_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 collisionshape_add is rated Medium
This tool creates and inserts new nodes into a Godot scene, which is a reversible write operation. Although it modifies scene structure, the explicit 'undoable' guarantee and lack of permanent deletion distinguish it from Destructive. It does not execute arbitrary code or trigger external operations (Execute), nor does it move data irreversibly.
From the tool's definition Tool description states it will 'Add a CollisionShape2D/3D node' and explicitly notes it is 'undoable', indicating reversible modification of scene data. The description emphasizes it modifies 'the edited scene' by adding nodes and shape resources.
Attacks that exploit this kind of access
The rule that runs collisionshape_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 collisionshape_add, this is the rule to start with:
collisionshape_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 collisionshape_add call is checked against it from then on.
Questions about collisionshape_add
Add a CollisionShape2D/3D node carrying a shape resource under a parent (usually a body) in the edited scene (undoable). shape is rect | circle | capsule | polygon; dim selects 2D (Rectangle/Circle/Capsule/ConvexPolygon 2D) or 3D (Box/Sphere/Capsule/ConvexPolygon 3D). 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 collisionshape_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.
collisionshape_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 collisionshape_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 collisionshape_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.
collisionshape_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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