wait_for_game_event
Wait for a specific game event (signal, node creation, property change) with timeout
This record as markdown: /tools/keeveeg-godot-mcp/wait-for-game-event.md
What wait_for_game_event does on Godot
AI agents invoke wait_for_game_event 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 |
|---|---|---|---|
event | string | Yes | Event to wait for. Use prefix format: 'signal:NodePath:SignalName', 'node:NodePath', or 'property:NodePath:PropName:ExpectedValue' |
timeout | integer | — | Timeout in milliseconds (default: 5000) |
Parameters from the server's own tool schema.
Why wait_for_game_event is rated High
This tool executes game event handling logic within the Godot runtime environment. While it doesn't directly delete data (Destructive), create permanent assets (Write), or move money (Financial), it actively triggers and executes event-driven operations whose effects depend on which events occur and how the game responds. The 'timeout' parameter and event monitoring indicate active execution control flow.
From the tool's definition Tool performs 'wait_for_game_event' which triggers event monitoring and signal handling in the Godot engine—a runtime operation that initiates execution of event-driven logic and state changes based on game engine signals and property modifications.
Attacks that exploit this kind of access
The rule that runs wait_for_game_event 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 wait_for_game_event, this is the rule to start with:
wait_for_game_event 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 wait_for_game_event call is checked against it from then on.
Questions about wait_for_game_event
Wait for a specific game event (signal, node creation, property change) with timeout. 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.
wait_for_game_event accepts 2 parameters: event, timeout. Required: event. 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 wait_for_game_event: 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.
wait_for_game_event 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 wait_for_game_event 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 wait_for_game_event. 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.
wait_for_game_event 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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