scene_validate
Validate the active scene for the silent setup footguns that break controllers/physics/cameras: no CameraComponent, no player controller, multiple root Rigidbodies, a Rigidbody with MotionEnabled=false fighting a kinematic root, IsTrigger colliders that Scene.Trace will ignore, child Rigidbodies ...
This record as markdown: /tools/sbox/scene-validate.md
What scene_validate does on Sbox
AI agents call scene_validate to retrieve information from Sbox without modifying anything. It is typically the context-gathering step in research, monitoring, and reporting workflows, before the agent takes action elsewhere.
Why scene_validate is rated Low
scene_validate is a diagnostic/inspection tool that queries the scene state and reports configuration issues. It has no side effects on the game world, assets, or physics simulation. While it helps debug 'footguns that break' systems, the tool itself only reads and validates; it does not execute fixes or alter the scene. This is categorized as Read despite the domain-specific nature of the validation logic.
From the tool's definition Tool description states it 'Validate[s] the active scene' and 'Returns each issue' — it performs inspection and validation without modifying game state.
Risk signalsAdmin/system-level operation
Attacks that exploit this kind of access
The rule that runs scene_validate 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 scene_validate, this is the rule to start with:
scene_validate is read-only, so it stays allowed. 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 scene_validate call is checked against it from then on.
Questions about scene_validate
Validate the active scene for the silent setup footguns that break controllers/physics/cameras: no CameraComponent, no player controller, multiple root Rigidbodies, a Rigidbody with MotionEnabled=false fighting a kinematic root, IsTrigger colliders that Scene.Trace will ignore, child Rigidbodies breaking collider binding, and missing required child anchors. Returns each issue with the GameObject and the exact fix. It is categorised as a Read tool in the Sbox MCP Server, which means it retrieves data without modifying state.
Register the Sbox MCP server in PolicyLayer and add a rule for scene_validate: 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.
scene_validate is a Read tool with low risk. Read-only tools are generally safe to allow by default.
Yes. Add a rate_limit block to the scene_validate 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 scene_validate. 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.
scene_validate 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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