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.