remove_navigation_agent
Remove a navigation agent node from the scene
This record as markdown: /tools/keeveeg-godot-mcp/remove-navigation-agent.md
What remove_navigation_agent does on Godot
AI agents call remove_navigation_agent to permanently remove resources in Godot, typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.
| Parameter | Type | Required | Description |
|---|---|---|---|
node_path | string | Yes | Path to the navigation agent node to remove |
Parameters from the server's own tool schema.
Why remove_navigation_agent is rated Critical
Removing a node from a Godot scene is a destructive action that cannot be automatically undone without explicit undo/redo support. If an AI agent incorrectly removes critical navigation agents, it could break game functionality. While not as severe as deleting an entire project, node removal is destructive and warrants the Destructive category over Execute.
From the tool's definition Tool name is 'remove_navigation_agent' with description 'Remove a navigation agent node from the scene'. The verb 'remove' indicates deletion/removal of a scene node, which is irreversible within the game editor context.
Attacks that exploit this kind of access
The rule that runs remove_navigation_agent 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 remove_navigation_agent, this is the rule to start with:
remove_navigation_agent 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, apply this rule, and every remove_navigation_agent call is checked against it from then on.
Questions about remove_navigation_agent
Remove a navigation agent node from the scene. It is categorised as a Destructive tool in the Godot MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.
remove_navigation_agent accepts 1 parameter: node_path. Required: node_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 remove_navigation_agent: 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.
remove_navigation_agent 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 remove_navigation_agent 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 remove_navigation_agent. 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.
remove_navigation_agent 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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