editor_simulate_key
Simulate a key press in the editor (e.g. "F5" to run, "Ctrl+S" to save).
This record as markdown: /tools/yanhuifair-godot-mcp/editor-simulate-key.md
What editor_simulate_key does on Godot
AI agents invoke editor_simulate_key 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 |
|---|---|---|---|
key | string | Yes | Key name (e.g. "F5", "Ctrl+S" via modifiers) |
modifiers | object | — | {ctrl, shift, alt} booleans |
Parameters from the server's own tool schema.
Why editor_simulate_key is rated High
Simulating keyboard input in an editor can trigger arbitrary editor commands (run, save, delete, build, etc.). While not directly destructive by itself, this is an Execute category tool because it triggers external operations and editor workflows whose side effects depend on the arguments (which key).
From the tool's definition Tool description states it 'simulate[s] a key press in the editor' — this triggers editor actions like running code ('F5 to run') or saving ('Ctrl+S to save'). These are external operations whose effects depend on which key is simulated.
Attacks that exploit this kind of access
The rule that runs editor_simulate_key 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 editor_simulate_key, this is the rule to start with:
editor_simulate_key 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 editor_simulate_key call is checked against it from then on.
Questions about editor_simulate_key
Simulate a key press in the editor (e.g. "F5" to run, "Ctrl+S" to save). 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.
editor_simulate_key accepts 2 parameters: key, modifiers. Required: key. 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 editor_simulate_key: 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.
editor_simulate_key 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 editor_simulate_key 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 editor_simulate_key. 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.
editor_simulate_key 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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