environment-kit

Generate modular snap-together 3D environment kit pieces sharing one locked visual style.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill environment-kit-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: environment-kit
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/environment-kit
Command: npx skills add https://github.com/SummerEngine/summer --skill environment-kit-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Generating each modular level piece with a fresh prompt produces walls, floors, and doors that look like they came from different games. This Skill solves that mismatch with a style anchor pattern: generate one anchor piece, lock its prompt suffix, and reuse that exact suffix for every other piece so the whole kit shares one visual style. ## Core Features & Use Cases - Style Anchor Pattern: Generate and iterate one anchor piece (usually the wall) until approved, then lock its material and palette suffix and reuse it verbatim for floor, pillar, door, corner, and arch pieces. - Snap-Grid Alignment: Pick a 1m, 2m, or 4m grid up front, embed explicit dimensions in each generation prompt, and verify scale and pivots after import so pieces tile cleanly. - Kit Scene Staging: Import each generated .glb by exact asset ID and instantiate one of every piece into a labelled kit scene that level designers instantiate from. - Use Case: Build a six-piece stone dungeon kit (wall, floor, pillar, door, corner, arch) on a 2m grid in about five minutes, then hand it off for level assembly with props and lighting. ## Quick Start Ask the agent to build a modular dungeon kit with wall, floor, pillar, door, corner, and arch pieces on a 2-meter snap grid in one consistent style.

Frequently Asked Questions about environment-kit

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate a modular dungeon kit with AI 3D models?

Generate one anchor piece first, usually the wall, and iterate its prompt until approved. Then lock the style suffix covering material and palette, and reuse that exact string for the floor, pillar, door, corner, and arch, changing only the object description.

Why do my generated kit pieces look like they are from different games?

The style suffix drifted between generation calls. Each piece must reuse the exact locked suffix string verbatim, including material tokens and palette terms, and polycounts should stay within roughly 2x across the kit.

What snap grid size should I use for modular environment pieces?

Use 1m for tight interiors like dungeons and corridors, 2m for standard interiors like homes and taverns, and 4m for exteriors and large halls. Include explicit dimensions in the prompt so the generated mesh imports near the target scale.

When should I use textures and CSG instead of generated 3D kit pieces?

Use textures plus CSG boxes when you only need flat repeating surfaces like plain walls and floors, since that approach is cheaper and snaps perfectly to grid. Reserve generated meshes for pieces needing real geometric detail like sconces, mouldings, doorways, and arches.

How much does it cost to generate a full environment kit?

Each summer_generate_3d call costs about $0.50, so a typical six-piece kit costs around $3 and takes about five minutes. Confirm scope with the user before starting and approve the anchor piece before generating the rest.

Why is my generated wall the wrong size after import?

The generation tool does not enforce dimensions, so missing scale cues in the prompt produce undersized meshes. Always include phrases like 2 meter wide by 3 meter tall, then inspect the AABB after import and scale-correct in the editor if needed.