remove_shader_graph_node
Remove a node from a VisualShader graph by index.
This record as markdown: /tools/yanhuifair-godot-mcp/remove-shader-graph-node.md
What remove_shader_graph_node does on Godot
AI agents call remove_shader_graph_node to permanently remove resources in Godot, typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.
| Parameter | Type | Required | Description |
|---|---|---|---|
path | string | Yes | Path to VisualShader .tres file |
node_index | number | Yes | Node index to remove (0-based, use read_visual_shader to see indices) |
Parameters from the server's own tool schema.
Why remove_shader_graph_node is rated Critical
Removing a node from a VisualShader graph deletes it and its connections permanently. This is a destructive operation that cannot be undone without external version control, and misuse could break shader functionality entirely.
From the tool's definition 'Remove a node from a VisualShader graph by index' — removing a node is an irreversible deletion of a graph element.
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs remove_shader_graph_node 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 remove_shader_graph_node, this is the rule to start with:
remove_shader_graph_node is removed from the agent's tool list entirely, so the agent never calls it. The rest of the server keeps working.
The button opens the PolicyLayer dashboard: create your workspace, connect Godot, apply this rule, and every remove_shader_graph_node call is checked against it from then on.
Questions about remove_shader_graph_node
Remove a node from a VisualShader graph by index. It is categorised as a Destructive tool in the Godot MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.
remove_shader_graph_node accepts 2 parameters: path, node_index. Required: path, node_index. 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 remove_shader_graph_node: 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.
remove_shader_graph_node is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.
Yes. Add a rate_limit block to the remove_shader_graph_node 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 remove_shader_graph_node. 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.
remove_shader_graph_node 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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