create_npc_brain
Generate an NpcBrain Component: a behavior state machine (Idle/Patrol/Wander/Chase/Search/Flee/Ambush) driven by occlusion-aware perception — FOV cone + sight range + a line-of-sight trace (respects walls/trees) + proximity hearing — with last-known-position memory (lose-LOS -> search -> give up ...
This record as markdown: /tools/sbox/create-npc-brain.md
What create_npc_brain does on Sbox
AI agents use create_npc_brain 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_npc_brain is rated Medium
This tool creates/generates a new NpcBrain Component in the game engine — it writes a new component with properties and behavior configuration. It does not execute code at runtime, delete anything, or involve finances. It is a Write operation (creating a new game asset/component), with medium severity since misuse could introduce unintended NPC behaviors into a game project but is reversible.
From the tool's definition Generate an NpcBrain Component: a behavior state machine...This is the decision layer on top of bake_navmesh / NavMeshAgent movement.
Attacks that exploit this kind of access
The rule that runs create_npc_brain 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_npc_brain, this is the rule to start with:
create_npc_brain 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_npc_brain call is checked against it from then on.
Questions about create_npc_brain
Generate an NpcBrain Component: a behavior state machine (Idle/Patrol/Wander/Chase/Search/Flee/Ambush) driven by occlusion-aware perception — FOV cone + sight range + a line-of-sight trace (respects walls/trees) + proximity hearing — with last-known-position memory (lose-LOS -> search -> give up -> resume). This is the decision layer on top of bake_navmesh / NavMeshAgent movement. Pick a behavior preset, then tune via the generated [Property] fields with set_property. After generating: trigger_hotload + get_compile_errors, place a route with place_patrol_route + assign_patrol_route, bake_navmesh, and verify perception in EDIT mode with simulate_npc_perception (chase/search behavior needs play mode). The component is added to a GameObject like any other; it auto-adds a NavMeshAgent in OnStart. 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_npc_brain: 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_npc_brain 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_npc_brain 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_npc_brain. 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_npc_brain 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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