cross_scene_set_property
Set a property on nodes of a given type across multiple scenes
This record as markdown: /tools/keeveeg-godot-mcp/cross-scene-set-property.md
What cross_scene_set_property does on Godot
AI agents use cross_scene_set_property 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 |
|---|---|---|---|
value | object | — | Property value |
property | string | Yes | Property name (e.g. 'position', 'visible') |
type_name | string | Yes | Node type name (e.g. 'Sprite2D', 'CharacterBody3D') |
Parameters from the server's own tool schema.
Why cross_scene_set_property is rated Medium
The tool creates or modifies data reversibly across multiple scenes in a Godot project. While the exact scope and nature of properties affected are not detailed, the ability to set properties on multiple nodes simultaneously across scenes represents a Write operation with significant blast radius (high severity) because an AI agent could inadvertently corrupt game state, logic, or asset configurations across the…
From the tool's definition Tool description states it 'Set[s] a property on nodes of a given type across multiple scenes' — this modifies data across potentially many game objects without deletion.
Attacks that exploit this kind of access
The rule that runs cross_scene_set_property 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 cross_scene_set_property, this is the rule to start with:
cross_scene_set_property 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 cross_scene_set_property call is checked against it from then on.
Questions about cross_scene_set_property
Set a property on nodes of a given type across multiple scenes. 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.
cross_scene_set_property accepts 3 parameters: value, property, type_name. Required: property, type_name. 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 cross_scene_set_property: 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.
cross_scene_set_property 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 cross_scene_set_property 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 cross_scene_set_property. 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.
cross_scene_set_property 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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