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.