tilemap_clear
Remove every painted cell from a TileMapLayer (undoable — prior cells are restored on undo). Returns the number of cells cleared.
This record as markdown: /tools/godot-breakpoint-mcp/tilemap-clear.md
What tilemap_clear does on Godot Breakpoint
AI agents call tilemap_clear to permanently remove resources in Godot Breakpoint, typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.
Why tilemap_clear is rated Critical
Although the description notes the action is 'undoable', the tool itself performs an irreversible operation from the perspective of a single execution: it deletes all cells from a tilemap layer. Even though Godot's undo system can restore the state, the tool's direct effect is destructive (removing data). An AI agent invoking this without explicit user intent could wipe out significant level design work.
From the tool's definition Tool description states it will 'Remove every painted cell from a TileMapLayer' and explicitly notes it is 'undoable'. The keyword 'Remove' combined with 'every painted cell' indicates wholesale deletion of tilemap data.
Risk signalsBulk/mass operation — affects multiple targets
Attacks that exploit this kind of access
The rule that runs tilemap_clear 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 tilemap_clear, this is the rule to start with:
tilemap_clear is removed from the agent's tool list entirely, so the agent never calls it. The rest of the server keeps working.
The button opens the PolicyLayer dashboard: create your workspace, connect Godot Breakpoint, apply this rule, and every tilemap_clear call is checked against it from then on.
Questions about tilemap_clear
Remove every painted cell from a TileMapLayer (undoable — prior cells are restored on undo). Returns the number of cells cleared. It is categorised as a Destructive tool in the Godot Breakpoint MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.
Register the Godot Breakpoint MCP server in PolicyLayer and add a rule for tilemap_clear: 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.
tilemap_clear is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.
Yes. Add a rate_limit block to the tilemap_clear 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 tilemap_clear. 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.
tilemap_clear 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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