set_collision_layer_name
Assign a human-readable name to a collision layer (1-32)
This record as markdown: /tools/keeveeg-godot-mcp/set-collision-layer-name.md
What set_collision_layer_name does on Godot
AI agents use set_collision_layer_name 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 |
|---|---|---|---|
name | string | Yes | Layer name (e.g. 'Player', 'Enemies', 'Terrain') |
layer | integer | Yes | Layer number (1-32) |
Parameters from the server's own tool schema.
Why set_collision_layer_name is rated Medium
This tool modifies collision layer naming configuration, which is a reversible write operation. It changes engine metadata but does not execute arbitrary code, delete data, move money, or trigger destructive actions. The blast radius is medium because misconfigured collision layer names could cause confusion in game physics behavior, but the effect is limited to naming and is easily reversible.
From the tool's definition Tool description states 'Assign a human-readable name to a collision layer (1-32)' — the verb 'assign' indicates modification of existing metadata/configuration in the Godot engine.
Attacks that exploit this kind of access
The rule that runs set_collision_layer_name 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 set_collision_layer_name, this is the rule to start with:
set_collision_layer_name 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 set_collision_layer_name call is checked against it from then on.
Questions about set_collision_layer_name
Assign a human-readable name to a collision layer (1-32). 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.
set_collision_layer_name accepts 2 parameters: name, layer. Required: name, layer. 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 set_collision_layer_name: 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.
set_collision_layer_name 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 set_collision_layer_name 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 set_collision_layer_name. 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.
set_collision_layer_name 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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