scene-composition

Organizes Summer Engine scenes using node hierarchy conventions, sub-scene extraction, and prefab instantiation patterns.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building game scenes without clear structure leads to cluttered hierarchies, duplicated setups, and MCP tool errors like wrong parent paths or failed instantiations. This Skill provides proven conventions for organizing Summer Engine (Godot-based) scenes so levels, characters, and UI stay maintainable and reusable. ## Core Features & Use Cases - Node Hierarchy Conventions: Standard tree layouts for 3D scenes, 2D scenes, and UI scenes, plus correct ./-prefixed parent paths for MCP tools. - Sub-Scene & Prefab Decisions: Clear rules for when to extract a sub-scene versus adding inline nodes, and when to use summer_instantiate_scene versus summer_add_node. - Pitfall Avoidance: Documented traps such as cross-scene transform leaks when copying levels and SpringArm3D camera collision with foliage, with concrete layer-mask fixes. - Use Case: When building a new level, follow the conventions to create reusable player.tscn and enemy.tscn prefabs, instantiate them under ./World, and save with explicit scenePath parameters. ## Quick Start Ask your AI agent to organize the current Summer Engine scene following scene-composition conventions and extract the player setup into a reusable sub-scene.

Frequently Asked Questions about scene-composition

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

FAQPage Schema
How do I structure a scene hierarchy in Summer Engine?

Use a Node3D root with children for Camera3D, DirectionalLight3D, WorldEnvironment, Level geometry, Props, Enemies, and Player. For 2D use a Node2D root with TileMapLayer, Characters, Props, and Effects; for UI use CanvasLayer or Control with containers.

When should I extract a sub-scene versus adding nodes inline?

Extract a sub-scene when the same setup appears in multiple places, has many nodes, or needs isolated editing, such as a player or enemy prefab. Use inline nodes for unique one-off elements like the main camera or a level-specific light.

What is the difference between summer_instantiate_scene and summer_add_node?

Use summer_add_node with summer_set_prop for built-in meshes like BoxMesh, and summer_instantiate_scene for existing .tscn prefabs or imported .glb models. Do not set a .glb path via the mesh property; instantiate it instead.

Why does my MCP parent path fail when adding nodes?

Parent paths must use the ./ prefix relative to the scene root, such as ./World/Player. Absolute paths like /World or bare names like World fail, and the named parent node must already exist in the scene.

Why does an invisible wall appear after copying a level scene?

Copied scenes carry child instances with transforms baked to the original level's coordinates, so colliders can land in wrong world positions. Audit every child instance for hardcoded transform lines and re-zero or drop them relative to the new level's origin.

Can I hand-write .tscn files instead of using MCP tools?

Yes, hand-written .tscn text loads fine, including ext_resource lines without uid fields, using format version 3 for Godot 4. Check that SubResource references, parent paths, and ext_resource files exist, then open the scene once to confirm it loads.