scene-scripting

Builds scenes, 2D levels, HUDs, and gameplay wiring via GDScript executed in the live editor.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building game scenes through individual CRUD tool calls (add node, set property) is slow and cannot express loops, randomness, math, or procedural geometry. This Skill replaces those chains with a single GDScript executed inside the live editor against the open scene, then verifies the result with a structural diff and screenshot. ## Core Features & Use Cases - One-script scene construction: Use summer_run_script with a ctx stdlib covering node creation, meshes, materials, lighting rigs, cameras, grids, and scatter placement. - Geometry, animation, and game-completeness tiers: Baked booleans, lathe, sweep, terrain with collision, keyframe animation, shaders, 2D tilemaps, sprites, Control/UI trees, persisted signal connections, script attachment, prefabs, input actions, autoloads, and main-scene settings. - Verification loop: Snapshot before, run the script, diff the snapshot, and screenshot the result so unowned nodes or silent failures are caught instead of claimed as success. - Use Case: Ask the agent to scatter 40 randomized trees across a terrain, add a HUD with a health bar, and wire a door-open animation — it writes one GDScript, runs it in the editor, and proves the result with a diff and screenshot. ## Quick Start Ask the agent to build a 3D scene with a terrain, scattered props, a lighting rig, and a HUD using a single run_script call, then verify it with a snapshot diff and screenshot.

Frequently Asked Questions about scene-scripting

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

FAQPage Schema
How do I build a game scene with one script instead of many tool calls?

Use summer_run_script to execute a GDScript inside the live editor against the open scene. One script replaces chains of add_node and set_prop calls and supports loops, randomness, math, and procedural geometry that CRUD operations cannot express.

When should I use summer_run_script versus summer_set_prop?

Use summer_run_script when a change needs three or more related operations or any computed placement such as scattering, grids, or procedural meshes. A single property tweak is cheaper with summer_set_prop, and cold project-wide batch jobs belong in summer_run_editor_script.

Why do nodes I create in a script disappear after saving the scene?

Every created node must be owned by the scene root or it silently vanishes when the scene saves. Call ctx.set_owner_recursive(node) after add_child, or use the ctx creation helpers which set ownership automatically.

Does scene scripting work on older Summer Engine builds?

Engines without RunSceneScript return engine_lacks_op, and engines predating the newer ctx helper tiers raise plain GDScript errors for missing helpers. The skill documents fallback recipes using manual node creation and tools like summer_connect_signal that work on every engine.

How do I verify a scene script actually worked?

Take a world snapshot before running, then use summer_snapshot_diff against it to confirm exactly the intended nodes changed, and capture a screenshot to visually confirm. A rolled_back result means a runtime error undid everything and the script needs fixing.

What are the limitations of the script time budget?

Scripts block the editor between frames with a default budget of 20 seconds, clamped between 5 and 120. On newer engines exceeding the budget raises a hard error, so heavy work should be split into smaller scripts or moved to summer_run_editor_script.