particles_set_lifetime
Set the particle lifetime in seconds (> 0) on a GPUParticles2D/3D in the edited scene (undoable). In-scene and undoable — not gated.
This record as markdown: /tools/godot-breakpoint-mcp/particles-set-lifetime.md
What particles_set_lifetime does on Godot Breakpoint
AI agents use particles_set_lifetime 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 particles_set_lifetime is rated Medium
This tool modifies scene state by changing particle lifetime parameters. However, the modification is explicitly undoable and affects only visual/simulation properties within the Godot editor context—not data deletion, code execution, or destructive changes. The blast radius is limited to unintended visual effects changes that can be easily reverted.
From the tool's definition 'Set the particle lifetime' with 'undoable' indicates reversible modification of a particle emitter property in an active Godot scene. The tool modifies GPUParticles2D/3D properties but explicitly states the action is 'undoable'.
Attacks that exploit this kind of access
The rule that runs particles_set_lifetime 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 particles_set_lifetime, this is the rule to start with:
particles_set_lifetime 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 particles_set_lifetime call is checked against it from then on.
Questions about particles_set_lifetime
Set the particle lifetime in seconds (> 0) on a GPUParticles2D/3D in the edited scene (undoable). 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 particles_set_lifetime: 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.
particles_set_lifetime 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 particles_set_lifetime 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 particles_set_lifetime. 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.
particles_set_lifetime 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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