wait_for_node
🔴 Game must be running. Wait for a node to appear in the running game tree
This record as markdown: /tools/keeveeg-godot-mcp/wait-for-node.md
What wait_for_node does on Godot
AI agents invoke wait_for_node 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 wait for |
timeout | number | — | Timeout in seconds (default: 5.0) |
Parameters from the server's own tool schema.
Why wait_for_node is rated High
This tool executes a blocking operation that interacts with a running Godot game instance. While it appears to be a read-like operation (waiting for/observing a node), it actively influences game execution flow by blocking until a condition is met, which is characteristic of Execute category tools. The requirement for a running game and the real-time interaction with game state distinguishes it from passive reads.
From the tool's definition Tool description states it "Wait for a node to appear in the running game tree" and requires "Game must be running." This triggers or monitors runtime behavior in an active game environment.
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs wait_for_node 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_node, this is the rule to start with:
wait_for_node 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_node call is checked against it from then on.
Questions about wait_for_node
🔴 Game must be running. Wait for a node to appear in the running game tree. 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_node accepts 2 parameters: path, timeout. Required: 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 wait_for_node: 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_node 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_node 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_node. 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_node 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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