disconnect_shader_graph_nodes
Disconnect two node ports in a VisualShader graph.
This record as markdown: /tools/yanhuifair-godot-mcp/disconnect-shader-graph-nodes.md
What disconnect_shader_graph_nodes does on Godot
AI agents use disconnect_shader_graph_nodes to create or update resources in Godot, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Godot environment.
| Parameter | Type | Required | Description |
|---|---|---|---|
path | string | Yes | Path to VisualShader .tres |
to_node | number | Yes | Target node index |
to_port | number | Yes | Target port index |
from_node | number | Yes | Source node index |
from_port | number | Yes | Source port index |
Parameters from the server's own tool schema.
Why disconnect_shader_graph_nodes is rated Medium
Disconnecting shader graph nodes modifies the visual shader graph by removing a connection between two ports. This is a reversible write operation (the connection can be re-established), not a destructive one since no data is permanently deleted — only the link between nodes is removed.
From the tool's definition Disconnect two node ports in a VisualShader graph
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs disconnect_shader_graph_nodes 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 disconnect_shader_graph_nodes, this is the rule to start with:
disconnect_shader_graph_nodes 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 Godot, apply this rule, and every disconnect_shader_graph_nodes call is checked against it from then on.
Questions about disconnect_shader_graph_nodes
Disconnect two node ports in a VisualShader graph. It is categorised as a Write tool in the Godot MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
disconnect_shader_graph_nodes accepts 5 parameters: path, to_node, to_port, from_node, from_port. Required: path, to_node, to_port, from_node, from_port. 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 disconnect_shader_graph_nodes: 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.
disconnect_shader_graph_nodes 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 disconnect_shader_graph_nodes 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 disconnect_shader_graph_nodes. 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.
disconnect_shader_graph_nodes is provided by the Godot MCP server (@yanhuifair/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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