New Your team’s decisions, in one playbook every coding agent works from. Never answer your agent twice

remove_shader_graph_node

Remove a node from a VisualShader graph by index.

SERVERGodot SOURCE@yanhuifair/godot-mcp
Critical RISK CLASS
Category Destructive
Parameters 22 required
Recommended Hiddensee the rule below
Registry record Grade F, identity unverified Pull the record →

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.

ParameterTypeRequiredDescription
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)

Questions about remove_shader_graph_node

What does the remove_shader_graph_node tool do? +

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.

What parameters does remove_shader_graph_node accept? +

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.

How do I enforce a policy on remove_shader_graph_node? +

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.

What risk level is remove_shader_graph_node? +

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.

Can I rate-limit remove_shader_graph_node? +

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.

How do I block remove_shader_graph_node completely? +

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.

What MCP server provides remove_shader_graph_node? +

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.

More on Godot, and thousands of servers like it.

// THE MCP REGISTRY

PolicyLayer tracks 44,603 MCP servers and 515,000+ tools.

Every server has a live record: who publishes it, whether it answers without auth, its risk grade, every tool classified, the recommended policy. This page is one line of Godot's. Pull the full record:

Teams ship this data inside their own products. See what a licence covers →

// GET IN TOUCH

Have a question or want to learn more? Send us a message.

Message sent.

We'll get back to you soon.