set_game_node_property
π΄ Game must be running. Set a property on a node in the running game
This record as markdown: /tools/keeveeg-godot-mcp/set-game-node-property.md
What set_game_node_property does on Godot
AI agents invoke set_game_node_property 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 in the game tree |
value | object | β | New value for the property |
property | string | Yes | Property name to set |
Parameters from the server's own tool schema.
Why set_game_node_property is rated High
This tool modifies the live state of a running game by setting properties on nodes at runtime. It operates on a running process/execution environment, making it an Execute-category action. Misuse could corrupt game state, trigger unintended behaviors, or cause crashes in the running application.
From the tool's definition 'Set a property on a node in the running game' and 'π΄ Game must be running'
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs set_game_node_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 set_game_node_property, this is the rule to start with:
set_game_node_property 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 set_game_node_property call is checked against it from then on.
Questions about set_game_node_property
π΄ Game must be running. Set a property on a node in the running game. 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.
set_game_node_property accepts 3 parameters: path, value, property. Required: path, property. 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_game_node_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.
set_game_node_property 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 set_game_node_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 set_game_node_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.
set_game_node_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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