create_animation_tree
Create an AnimationTree node on a given path
This record as markdown: /tools/keeveeg-godot-mcp/create-animation-tree.md
What create_animation_tree does on Godot
AI agents use create_animation_tree to create or update resources in Godot, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Godot environment.
| Parameter | Type | Required | Description |
|---|---|---|---|
path | string | Yes | Node path where the AnimationTree will be added |
root_type | string | — | Animation root node type (default: AnimationNodeBlendTree) |
properties | object | — | Optional properties to set on the AnimationTree |
player_path | string | — | AnimationPlayer path |
Parameters from the server's own tool schema.
Why create_animation_tree is rated Medium
This tool creates a new AnimationTree node, which is a reversible modification to the project structure. It does not execute arbitrary code, delete data, or move money. The sibling tools (add_animation_track, add_audio_bus, etc.) follow the same pattern of adding/creating project elements.
From the tool's definition Tool name 'create_animation_tree' and description 'Create an AnimationTree node on a given path' indicate creation of a new node/resource in a Godot project.
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs create_animation_tree safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Godot, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For create_animation_tree, this is the rule to start with:
create_animation_tree 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, apply this rule, and every create_animation_tree call is checked against it from then on.
Questions about create_animation_tree
Create an AnimationTree node on a given path. It is categorised as a Write tool in the Godot MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
create_animation_tree accepts 4 parameters: path, root_type, properties, player_path. Required: path. The full parameter table on this page comes from the server's own tool schema.
Register the Godot MCP server in PolicyLayer and add a rule for create_animation_tree: 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. Nothing to install.
create_animation_tree 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 create_animation_tree 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 create_animation_tree. 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.
create_animation_tree is provided by the Godot MCP server (@keeveeg/godot-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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