create_camera_shake
Generate a trauma-based camera shake component (the standard game-feel model: events add Trauma 0..1, shake magnitude = Trauma², smooth Perlin offsets — not white-noise jitter — and Trauma decays every frame, so explosions slam and footsteps barely register). Attach the generated component to the...
This record as markdown: /tools/sbox/create-camera-shake.md
What create_camera_shake does on Sbox
AI agents use create_camera_shake to create or update resources in Sbox, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Sbox environment.
Why create_camera_shake is rated Medium
Creates and attaches a new camera shake component to a GameObject; reversible write operation.
From the tool's definition Generate a trauma-based camera shake component, Attach the generated component
Risk signalsBulk/mass operation — affects multiple targets
Attacks that exploit this kind of access
The rule that runs create_camera_shake safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Sbox, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For create_camera_shake, this is the rule to start with:
create_camera_shake 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 Sbox, apply this rule, and every create_camera_shake call is checked against it from then on.
Questions about create_camera_shake
Generate a trauma-based camera shake component (the standard game-feel model: events add Trauma 0..1, shake magnitude = Trauma², smooth Perlin offsets — not white-noise jitter — and Trauma decays every frame, so explosions slam and footsteps barely register). Attach the generated component to the CAMERA GameObject; fire from any game code via the static <Name>.Shake(0.4f). Applies in OnPreRender AFTER controllers position the camera, with an un-apply guard so it neither fights a controller-driven camera nor accumulates on a static one, and restores the camera when trauma hits zero. LOCAL-only (no [Sync]) — call Shake inside an [Rpc.Broadcast] handler if every client should feel it. Optionally attached to an existing GameObject by GUID (after a hotload). It is categorised as a Write tool in the Sbox MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
Register the Sbox MCP server in PolicyLayer and add a rule for create_camera_shake: 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 Sbox. Nothing to install.
create_camera_shake 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 create_camera_shake 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 create_camera_shake. 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.
create_camera_shake is provided by the Sbox MCP server (sbox-mcp-server). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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