navigate_character
Move a character to a target position using direct movement or pathfinding
This record as markdown: /tools/keeveeg-godot-mcp/navigate-character.md
What navigate_character does on Godot
AI agents invoke navigate_character to trigger actions in Godot. What it does depends on the arguments the agent supplies, and its effects often reach beyond the immediate call: builds kicked off, notifications sent, workflows started.
| Parameter | Type | Required | Description |
|---|---|---|---|
method | string | — | Navigation method (default: direct) |
target | array | Yes | Target position [x, y, z] |
character_path | string | Yes | Node path in the scene tree (e.g. 'Player/Sprite2D'). Use just the node name for root-level children (e.g. 'Player'), or empty string '' for the scene root itse |
Parameters from the server's own tool schema.
Why navigate_character is rated High
This tool executes game engine operations that modify runtime state—specifically moving in-game entities. The effects are dynamic and depend on supplied arguments (target position), making it Execute rather than Write. It's not Destructive since movement is reversible, nor Read since it modifies state rather than querying.
From the tool's definition Tool performs 'move a character to a target position' which executes an action within a game engine context (Godot).
Attacks that exploit this kind of access
The rule that runs navigate_character 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 navigate_character, this is the rule to start with:
navigate_character stays usable, but rate-capped: a runaway agent can't fire it dozens of times 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 navigate_character call is checked against it from then on.
Questions about navigate_character
Move a character to a target position using direct movement or pathfinding. It is categorised as a Execute tool in the Godot MCP Server, which means it can trigger actions or run processes. Use rate limits and argument validation.
navigate_character accepts 3 parameters: method, target, character_path. Required: target, character_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 navigate_character: 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.
navigate_character is a Execute tool with high risk. Execute tools should be rate-limited and have argument validation enabled.
Yes. Add a rate_limit block to the navigate_character 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 navigate_character. 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.
navigate_character 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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