navigate_to
🔴 Game must be running. Navigate a node to a target position using pathfinding
This record as markdown: /tools/keeveeg-godot-mcp/navigate-to.md
What navigate_to does on Godot
AI agents invoke navigate_to 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 |
|---|---|---|---|
path | string | Yes | Node path to navigate (must have NavigationAgent3D) |
target | array | Yes | Target position [x, y, z] |
Parameters from the server's own tool schema.
Why navigate_to is rated High
This tool executes navigation logic within a running game instance, which alters entity positions and triggers pathfinding algorithms—effects that depend on the target position argument and game state. While not destructive and not creating permanent data modifications, it runs code/operations whose outcomes are determined by the arguments provided, meeting the Execute category criteria.
From the tool's definition Tool description states it performs pathfinding and navigation of a node to a target position. The 🔴 indicator and requirement that 'Game must be running' indicates this triggers active operations within the game engine that affect runtime state and behavior.
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs navigate_to 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_to, this is the rule to start with:
navigate_to 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_to call is checked against it from then on.
Questions about navigate_to
🔴 Game must be running. Navigate a node to a target position using 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_to accepts 2 parameters: path, target. Required: path, target. 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_to: 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_to 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_to 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_to. 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_to 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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