What problem does it solve? Many engine operations — navmesh baking, collision shape generation, TileSet authoring, asset re-imports, exports — have no MCP tool, and agents often wrongly conclude they are impossible. This Skill teaches how to run arbitrary GDScript against a real project via the engine binary in headless mode, while avoiding the measured traps: silent hangs, fake exit codes, null screenshots, and editor-connection hijacking. ## Core Features & Use Cases - Headless script execution: Invoke the engine binary with --headless --disable-crash-handler -s res://script.gd, with scripts extending SceneTree or MainLoop, and lint first using --check-only. - Resource authoring recipes: Bake navmeshes with NavigationServer3D, generate trimesh/convex collision shapes, author Animations and TileSets, pack scenes with correct owner settings, and save via ResourceSaver. - Asset import and export: Re-import raw files written to disk with --import, and produce runnable builds with --export-release and a hand-written export_presets.cfg. - Use Case: An agent needs a navmesh for a level but no MCP tool exists. It writes a GDScript that bakes from source geometry, runs it headless against the project, checks stderr for errors, and verifies the saved .tres from a second process. ## Quick Start Ask the agent to bake a navmesh for the current Summer project by writing a SceneTree GDScript and running it headless with the engine binary from summer_get_project_context.