set_collision_shape
Set collision shape for CollisionShape node.
This record as markdown: /tools/yanhuifair-godot-mcp/set-collision-shape.md
What set_collision_shape does on Godot
AI agents use set_collision_shape 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 |
|---|---|---|---|
node_path | string | Yes | Parent node path (e.g. "Player" — the CollisionShape3D must already exist as child) |
scene_path | string | Yes | Path to .tscn file |
shape_type | string | Yes | Collision shape type |
shape_resource_path | object | — | Path to .tres resource file for the shape (e.g. "res://shapes/player_capsule.tres"). Creates one if omitted. |
Parameters from the server's own tool schema.
Why set_collision_shape is rated Medium
This tool creates or modifies game object properties (collision detection configuration) reversibly. It's a Write operation because the change can be undone/reverted, but carries medium severity since incorrect collision shapes could cause gameplay bugs, physics simulation issues, or unintended game behavior affecting the final build. It does not execute arbitrary code, delete data irreversibly, or move money.
From the tool's definition Tool modifies collision shape configuration of a CollisionShape node in Godot. The verb 'set' indicates state modification. Description states 'Set collision shape for CollisionShape node', which is a configuration change to game engine properties.
Attacks that exploit this kind of access
The rule that runs set_collision_shape 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 set_collision_shape, this is the rule to start with:
set_collision_shape 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 set_collision_shape call is checked against it from then on.
Questions about set_collision_shape
Set collision shape for CollisionShape node. 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.
set_collision_shape accepts 4 parameters: node_path, scene_path, shape_type, shape_resource_path. Required: node_path, scene_path, shape_type. 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 set_collision_shape: 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.
set_collision_shape 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 set_collision_shape 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 set_collision_shape. 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.
set_collision_shape 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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