summer-engine 1.1.0 → 1.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -6,6 +6,7 @@ import { registerSceneTools } from "./tools/scene-tools.js";
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  import { registerDebugTools } from "./tools/debug-tools.js";
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  import { registerProjectTools } from "./tools/project-tools.js";
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  import { registerAssetTools } from "./tools/asset-tools.js";
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+ import { registerGenerateTools } from "./tools/generate-tools.js";
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  const require = createRequire(import.meta.url);
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  const { version } = require("../../package.json");
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  let cachedClient = null;
@@ -34,6 +35,7 @@ export async function startMcpServer() {
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  registerDebugTools(server);
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  registerProjectTools(server);
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  registerAssetTools(server);
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+ registerGenerateTools(server);
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  const transport = new StdioServerTransport();
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  await server.connect(transport);
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  process.stderr.write(`[summer-mcp] MCP server running v${version}.\n`);
@@ -56,6 +56,9 @@ async function searchAssetsApi(params) {
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  if (params.limit) {
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  searchParams.set("limit", String(params.limit));
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  }
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+ if (params.source) {
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+ searchParams.set("source", params.source);
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+ }
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  const res = await fetch(`${GATEWAY_URL}/api/mcp/assets?${searchParams}`, {
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  headers: { Authorization: `Bearer ${token}` },
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  signal: AbortSignal.timeout(15000),
@@ -85,17 +88,23 @@ async function searchAssetsApi(params) {
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  return data;
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  }
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  export function registerAssetTools(server) {
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- server.tool("summer_search_assets", `Search the Summer Engine asset library (25k+ game assets) by description.
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+ server.tool("summer_search_assets", `Search for game assets in the Summer Engine ecosystem.
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+
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+ Sources:
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+ - "library" (default) — Public asset library (25k+ community assets). Requires Pro plan.
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+ - "my_assets" — Your own generated/uploaded assets. Free for all users. Query is optional.
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+ - "all" — Search both library and your assets.
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  Uses hybrid search: keywords + semantic similarity. Finds assets by name AND by meaning.
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  Returns asset names, types, preview URLs, and import-ready file URLs.
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- Requires authentication. If the user gets an auth error, they need to run 'npx summer-engine login' in their terminal first.`, {
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- query: z.string().describe("Natural language search, e.g. 'low-poly tree', 'sci-fi weapon', 'wooden crate'"),
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+ Requires authentication: run 'npx summer-engine login' first.`, {
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+ query: z.string().describe("Natural language search, e.g. 'low-poly tree', 'sci-fi weapon'. For my_assets, can be empty to list recent."),
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  assetType: z.enum(["2d_image", "animation", "3d_model", "audio", "music", "all"]).default("all").describe("Filter by asset type"),
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  limit: z.number().default(10).describe("Max results (1-20)"),
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- }, async ({ query, assetType, limit }) => {
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- const result = await searchAssetsApi({ query, assetType, limit: Math.min(limit, 20) });
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+ source: z.enum(["library", "my_assets", "all"]).default("library").describe("Where to search: library (public 25k+), my_assets (your generated assets), all"),
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+ }, async ({ query, assetType, limit, source }) => {
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+ const result = await searchAssetsApi({ query, assetType, limit: Math.min(limit, 20), source });
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  if (result.error) {
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  return {
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  content: [
@@ -0,0 +1,2 @@
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+ import { McpServer } from "@modelcontextprotocol/sdk/server/mcp.js";
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+ export declare function registerGenerateTools(server: McpServer): void;
@@ -0,0 +1,422 @@
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+ import { z } from "zod";
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+ import { writeFile, mkdir } from "fs/promises";
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+ import { tmpdir } from "os";
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+ import { join } from "path";
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+ import { getAuthToken } from "../../lib/auth.js";
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+ const GATEWAY_URL = process.env.SUMMER_GATEWAY_URL || "https://www.summerengine.com";
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+ // ---------------------------------------------------------------------------
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+ // Shared helpers
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+ // ---------------------------------------------------------------------------
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+ async function mcpGenerate(endpoint, body, timeoutMs = 120_000) {
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+ const token = await getAuthToken();
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+ if (!token) {
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+ return {
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+ error: "Not signed in. Run in your terminal:\n npx summer-engine login\nOr open: https://www.summerengine.com/login",
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+ status: 401,
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+ };
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+ }
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+ const res = await fetch(`${GATEWAY_URL}${endpoint}`, {
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+ method: "POST",
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+ headers: {
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+ Authorization: `Bearer ${token}`,
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+ "Content-Type": "application/json",
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+ },
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+ body: JSON.stringify(body),
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+ signal: AbortSignal.timeout(timeoutMs),
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+ });
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+ const data = await res.json();
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+ if (!res.ok) {
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+ let message = data.message || data.error || "Request failed";
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+ if (res.status === 402) {
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+ message =
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+ (data.message || "Insufficient credits.") +
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+ "\nTop up at: https://www.summerengine.com/dashboard\nOr upgrade your plan at: https://www.summerengine.com/pricing";
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+ }
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+ if (res.status === 401) {
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+ message =
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+ (data.message || "Auth token expired.") +
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+ "\nRe-authenticate:\n npx summer-engine login";
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+ }
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+ return { error: message, data, status: res.status };
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+ }
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+ return { data, status: res.status };
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+ }
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+ /**
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+ * Download an image URL to a temp file so the AI can Read it and show the user.
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+ */
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+ async function downloadToTemp(url, prefix, ext = "png") {
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+ try {
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+ const dir = join(tmpdir(), "summer-gen");
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+ await mkdir(dir, { recursive: true });
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+ const filename = `${prefix}-${Date.now()}.${ext}`;
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+ const filepath = join(dir, filename);
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+ const res = await fetch(url, { signal: AbortSignal.timeout(30_000) });
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+ if (!res.ok)
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+ return null;
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+ const buffer = Buffer.from(await res.arrayBuffer());
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+ await writeFile(filepath, buffer);
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+ return filepath;
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+ }
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+ catch {
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+ return null;
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+ }
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+ }
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+ /**
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+ * Poll a job until completed, failed, or timeout.
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+ * Returns the final job status object.
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+ */
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+ async function pollJob(jobId, maxWaitMs = 300_000, intervalMs = 5_000) {
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+ const token = await getAuthToken();
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+ if (!token)
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+ return { error: "Not signed in" };
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+ const deadline = Date.now() + maxWaitMs;
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+ while (Date.now() < deadline) {
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+ try {
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+ const res = await fetch(`${GATEWAY_URL}/api/mcp/jobs/${encodeURIComponent(jobId)}`, {
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+ headers: { Authorization: `Bearer ${token}` },
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+ signal: AbortSignal.timeout(15_000),
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+ });
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+ const data = await res.json();
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+ if (!res.ok)
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+ return { error: data.message || "Poll failed", data };
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+ if (data.status === "completed")
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+ return { data };
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+ if (data.status === "failed")
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+ return { error: data.error || "Job failed", data };
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+ // Still running — wait and retry
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+ await new Promise((r) => setTimeout(r, intervalMs));
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+ // Back off slightly after 30s
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+ if (Date.now() - (deadline - maxWaitMs) > 30_000) {
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+ intervalMs = Math.min(intervalMs * 1.2, 15_000);
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+ }
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+ }
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+ catch (err) {
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+ const msg = err instanceof Error ? err.message : String(err);
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+ return { error: `Poll error: ${msg}` };
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+ }
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+ }
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+ return { error: `Timed out after ${maxWaitMs / 1000}s. Use summer_check_job({ jobId: "${jobId}" }) to check later.` };
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+ }
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+ function errorResult(message, extra) {
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+ return {
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+ content: [
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+ {
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+ type: "text",
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+ text: JSON.stringify({ error: true, message, ...extra }, null, 2),
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+ },
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+ ],
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+ isError: true,
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+ };
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+ }
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+ function successResult(data) {
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+ return {
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+ content: [
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+ {
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+ type: "text",
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+ text: JSON.stringify(data, null, 2),
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+ },
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+ ],
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+ };
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+ }
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+ // ---------------------------------------------------------------------------
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+ // Registration
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+ // ---------------------------------------------------------------------------
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+ export function registerGenerateTools(server) {
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+ // ========================================================================
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+ // summer_generate_image
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+ // ========================================================================
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+ server.tool("summer_generate_image", `Generate an image using AI models via Summer Engine Studio.
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+
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+ Known models:
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+ - "nano-banana-2" (default) — High quality, supports txt2img and img2img
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+ - "gemini-flash" — Google Gemini 2.5 Flash, fast
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+ - "flux-2" — FLUX.2, good for specific styles
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+ - Any fal-ai model ID works as a passthrough
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+
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+ Two modes:
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+ - txt2img (default): just pass prompt
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+ - img2img (edit): pass prompt + referenceImageUrl to edit/transform an existing image
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+
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+ Style presets: "realistic" (default), "cartoon", "anime", "none"
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+
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+ The 'options' object is passed directly to the AI provider for full control.
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+
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+ Returns the asset with fileUrl (hosted) and localPath (temp file on disk).
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+ Use the Read tool on localPath to show the image to the user for approval.
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+
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+ Requires authentication: run 'npx summer-engine login' first.`, {
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+ prompt: z.string().describe("Description of the image to generate"),
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+ model: z
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+ .string()
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+ .default("nano-banana-2")
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+ .describe("Model name or full provider ID"),
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+ style: z
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+ .string()
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+ .default("realistic")
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+ .describe("Style preset: realistic, cartoon, anime, or 'none' to skip"),
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+ referenceImageUrl: z
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+ .string()
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+ .optional()
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+ .describe("Source image URL for img2img / edit mode. The prompt describes how to transform this image."),
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+ options: z
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+ .record(z.any())
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+ .optional()
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+ .describe("Provider-specific params (guidance_scale, seed, image_size, negative_prompt, etc.)"),
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+ }, async ({ prompt, model, style, referenceImageUrl, options }) => {
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+ const result = await mcpGenerate("/api/mcp/generate/image", {
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+ prompt,
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+ model,
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+ style,
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+ referenceImageUrl,
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+ options,
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+ });
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+ if (result.error) {
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+ return errorResult(result.error, result.data);
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+ }
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+ // Download to temp so the AI can Read and show the image
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+ const imageUrl = result.data?.asset?.fileUrl || result.data?.asset?.thumbnailUrl;
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+ let localPath = null;
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+ if (imageUrl) {
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+ localPath = await downloadToTemp(imageUrl, "img");
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+ }
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+ return successResult({
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+ ...result.data,
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+ localPath,
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+ hint: localPath
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+ ? `Image saved to ${localPath}. Use the Read tool on this path to show it to the user.`
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+ : undefined,
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+ });
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+ });
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+ // ========================================================================
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+ // summer_generate_audio
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+ // ========================================================================
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+ server.tool("summer_generate_audio", `Generate audio using AI providers via Summer Engine Studio.
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+
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+ Capabilities:
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+ - "text_to_speech" — Convert text to spoken audio. Requires 'text'. Optional 'voiceId'.
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+ - "sound_effects" — Generate sound effects from description. Requires 'text'. Optional 'durationSeconds'.
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+ - "music" — Generate background music. Requires 'prompt'. Optional 'durationSeconds'.
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+ - "text_to_dialogue" — Multi-voice dialogue. Requires 'inputs' array of {text, voiceId} objects.
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+
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+ The 'options' object is passed directly to ElevenLabs, so you can set any
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+ provider-specific parameter: stability, similarity_boost, style, speed, etc.
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+
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+ Returns the generated audio URL and asset metadata.
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+ Requires authentication: run 'npx summer-engine login' first.`, {
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+ capability: z
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+ .string()
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+ .describe("Type of audio: text_to_speech, sound_effects, music, text_to_dialogue"),
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+ text: z
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+ .string()
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+ .optional()
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+ .describe("Text for TTS, or description for sound effects"),
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+ prompt: z
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+ .string()
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+ .optional()
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+ .describe("Music description (for 'music' capability)"),
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+ voiceId: z
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+ .string()
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+ .optional()
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+ .describe("ElevenLabs voice ID for TTS"),
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+ modelId: z
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+ .string()
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+ .optional()
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+ .describe("ElevenLabs model ID (e.g. 'eleven_multilingual_v2')"),
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+ durationSeconds: z
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+ .number()
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+ .optional()
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+ .describe("Duration in seconds for SFX or music"),
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+ inputs: z
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+ .array(z.object({ text: z.string(), voiceId: z.string() }))
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+ .optional()
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+ .describe("Dialogue lines for text_to_dialogue"),
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+ options: z
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+ .record(z.any())
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+ .optional()
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+ .describe("Provider-specific params (stability, similarity_boost, style, speed, etc.)"),
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+ }, async ({ capability, text, prompt, voiceId, modelId, durationSeconds, inputs, options }) => {
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+ const body = { capability };
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+ if (text)
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+ body.text = text;
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+ if (prompt)
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+ body.prompt = prompt;
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+ if (voiceId)
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+ body.voiceId = voiceId;
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+ if (modelId)
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+ body.modelId = modelId;
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+ if (durationSeconds)
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+ body.durationSeconds = durationSeconds;
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+ if (inputs)
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+ body.inputs = inputs;
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+ if (options)
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+ body.options = options;
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+ const result = await mcpGenerate("/api/mcp/generate/audio", body);
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+ if (result.error) {
255
+ return errorResult(result.error, result.data);
256
+ }
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+ return successResult(result.data);
258
+ });
259
+ // ========================================================================
260
+ // summer_generate_3d
261
+ // ========================================================================
262
+ server.tool("summer_generate_3d", `Generate a 3D model via Summer Engine Studio.
263
+
264
+ Available models:
265
+ - "hunyuan" (default) — Hunyuan 3D v3.1 Pro, high quality
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+ - "trellis" — Trellis 2, fast and detailed
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+ - "meshy" — Meshy, legacy option
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+ - Any fal-ai model ID works as a passthrough
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+
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+ Available kinds:
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+ - "text-to-3d" (default) — From text description. Requires 'prompt'.
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+ Internally generates a 3D-optimized reference image first, then converts to 3D.
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+ - "image-to-3d" — From your own image. Requires 'imageUrl'.
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+ - "texture" — Generate textures for a model. Requires 'imageUrl'.
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+
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+ By default, waits for completion (up to 5 min) and returns the result directly.
277
+ Set wait=false to get the jobId immediately and poll manually with summer_check_job.
278
+
279
+ Requires authentication: run 'npx summer-engine login' first.`, {
280
+ prompt: z
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+ .string()
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+ .optional()
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+ .describe("Description of the 3D model, e.g. 'a low-poly treasure chest'"),
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+ kind: z
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+ .string()
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+ .default("text-to-3d")
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+ .describe("Generation type: text-to-3d, image-to-3d, texture"),
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+ model: z
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+ .string()
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+ .default("hunyuan")
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+ .describe("Model: hunyuan (default), trellis, meshy, or any fal-ai model ID"),
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+ imageUrl: z
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+ .string()
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+ .optional()
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+ .describe("Source image URL for image-to-3d or texture"),
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+ wait: z
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+ .boolean()
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+ .default(true)
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+ .describe("Wait for completion (default true, up to 5 min). Set false to get jobId immediately."),
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+ options: z
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+ .record(z.any())
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+ .optional()
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+ .describe("Provider-specific params (target_polycount, topology, art_style, etc.)"),
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+ }, async ({ prompt, kind, model, imageUrl, wait, options }) => {
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+ const result = await mcpGenerate("/api/mcp/generate/3d", {
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+ prompt,
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+ kind,
308
+ model,
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+ imageUrl,
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+ options,
311
+ });
312
+ if (result.error) {
313
+ return errorResult(result.error, result.data);
314
+ }
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+ const jobId = result.data?.jobId;
316
+ // If not waiting or no jobId, return immediately
317
+ if (!wait || !jobId) {
318
+ return successResult(result.data);
319
+ }
320
+ // Auto-poll until done
321
+ const pollResult = await pollJob(jobId);
322
+ if (pollResult.error) {
323
+ return errorResult(pollResult.error, { ...pollResult.data, jobId });
324
+ }
325
+ return successResult({
326
+ ...pollResult.data,
327
+ jobId,
328
+ message: "3D generation complete.",
329
+ });
330
+ });
331
+ // ========================================================================
332
+ // summer_generate_video
333
+ // ========================================================================
334
+ server.tool("summer_generate_video", `Generate a video using AI models via Summer Engine Studio.
335
+
336
+ Known models (text-to-video):
337
+ - "ltx" (default) — LTX Video, fast (~$0.10)
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+ - "kling" — Kling 2 Master, high quality (~$0.50)
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+ - "kling-turbo" — Kling 2.5 Turbo Pro (~$0.30)
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+ - "minimax" — MiniMax (~$0.25)
341
+ - "veo3" — Google Veo 3, premium (~$1.00)
342
+
343
+ Known models (image-to-video, when imageUrl provided):
344
+ - "ltx" (default), "kling", "minimax"
345
+
346
+ If imageUrl is provided, switches to image-to-video mode.
347
+ Pass provider-specific params in 'options' (negative_prompt, num_frames, etc.).
348
+
349
+ Returns the generated video URL and asset metadata.
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+ Requires authentication: run 'npx summer-engine login' first.`, {
351
+ prompt: z
352
+ .string()
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+ .describe("Description of the video content"),
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+ model: z
355
+ .string()
356
+ .default("ltx")
357
+ .describe("Model name: ltx, kling, kling-turbo, minimax, veo3 (or any new model)"),
358
+ imageUrl: z
359
+ .string()
360
+ .optional()
361
+ .describe("Source image URL — if provided, uses image-to-video mode"),
362
+ duration: z
363
+ .number()
364
+ .default(5)
365
+ .describe("Duration in seconds (5 or 10)"),
366
+ aspectRatio: z
367
+ .string()
368
+ .default("16:9")
369
+ .describe("Aspect ratio: 16:9, 9:16, 1:1, 4:3"),
370
+ options: z
371
+ .record(z.any())
372
+ .optional()
373
+ .describe("Provider-specific params (negative_prompt, num_frames, guidance_scale, etc.)"),
374
+ }, async ({ prompt, model, imageUrl, duration, aspectRatio, options }) => {
375
+ const result = await mcpGenerate("/api/mcp/generate/video", {
376
+ prompt,
377
+ model,
378
+ imageUrl,
379
+ duration,
380
+ aspectRatio,
381
+ options,
382
+ });
383
+ if (result.error) {
384
+ return errorResult(result.error, result.data);
385
+ }
386
+ return successResult(result.data);
387
+ });
388
+ // ========================================================================
389
+ // summer_check_job
390
+ // ========================================================================
391
+ server.tool("summer_check_job", `Check the status of an async generation job.
392
+
393
+ Use this when you called summer_generate_3d with wait=false, or need to re-check
394
+ a job that timed out. Most of the time you won't need this — summer_generate_3d
395
+ waits automatically.
396
+
397
+ Status values: waiting, active, completed, failed, delayed, unknown.
398
+
399
+ Requires authentication: run 'npx summer-engine login' first.`, {
400
+ jobId: z.string().describe("The job ID returned by an async generation tool"),
401
+ }, async ({ jobId }) => {
402
+ const token = await getAuthToken();
403
+ if (!token) {
404
+ return errorResult("Not signed in. Run: npx summer-engine login");
405
+ }
406
+ try {
407
+ const res = await fetch(`${GATEWAY_URL}/api/mcp/jobs/${encodeURIComponent(jobId)}`, {
408
+ headers: { Authorization: `Bearer ${token}` },
409
+ signal: AbortSignal.timeout(15_000),
410
+ });
411
+ const data = await res.json();
412
+ if (!res.ok) {
413
+ return errorResult(data.message || data.error || "Failed to check job status", data);
414
+ }
415
+ return successResult(data);
416
+ }
417
+ catch (err) {
418
+ const msg = err instanceof Error ? err.message : String(err);
419
+ return errorResult(`Job status check failed: ${msg}`);
420
+ }
421
+ });
422
+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "summer-engine",
3
- "version": "1.1.0",
3
+ "version": "1.2.0",
4
4
  "description": "CLI and MCP tools for Summer Engine — the AI-native game engine",
5
5
  "keywords": [
6
6
  "game-engine",
@@ -0,0 +1,235 @@
1
+ ---
2
+ name: asset-strategy
3
+ description: Decision guide for how to create different game asset types. Use when deciding whether to generate 3D models, textures, or use primitives. Includes prompt templates for AI image-to-3D pipeline.
4
+ license: MIT
5
+ compatibility:
6
+ - Cursor
7
+ - Claude Code
8
+ - Windsurf
9
+ ---
10
+
11
+ # Asset Strategy for Summer Engine
12
+
13
+ How to create different types of game assets. Pick the right pipeline for each asset type.
14
+
15
+ ---
16
+
17
+ ## Decision Tree
18
+
19
+ | Asset type | Pipeline | Why |
20
+ |-----------|----------|-----|
21
+ | Props (sword, barrel, chair, crate) | Image-to-3D | Best quality for isolated objects |
22
+ | Characters (player, NPC, enemy) | Image-to-3D (mannequin ref) | T-pose reference preserves proportions |
23
+ | Organic (trees, rocks, mushrooms) | Image-to-3D | Handles complex shapes well |
24
+ | Vehicles (car, spaceship, boat) | Image-to-3D | Good for hard-surface objects |
25
+ | Walls / floors / ceilings | Texture + BoxMesh/CSGBox | Tiled textures on simple geometry |
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+ | Terrain / ground | Texture + PlaneMesh | Tileable ground textures |
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+ | Buildings / structures | Texture + CSG or modular kit | Combine primitive shapes with textures |
28
+ | UI elements / icons / HUD | 2D image only | No 3D conversion needed |
29
+ | Sprites (2D games) | 2D image only | Direct use as Sprite2D texture |
30
+ | Skyboxes / backgrounds | Panoramic image gen | Environment, not mesh |
31
+ | Particles / VFX | Built in engine | GPUParticles3D, no generation |
32
+ | Audio / music / SFX | summer_generate_audio | Separate pipeline |
33
+
34
+ ---
35
+
36
+ ## Pipeline 1: Image-to-3D (Props, Characters, Organic)
37
+
38
+ ### How it works
39
+
40
+ 1. A reference template image (mannequin on white bg) is stored server-side
41
+ 2. nano-banana-2 img2img replaces the mannequin with the desired asset
42
+ 3. The result is a clean, 3D-ready reference image
43
+ 4. That image feeds into Hunyuan 3D (default) or Trellis 2 for 3D conversion
44
+ 5. You get a 3D model back
45
+
46
+ Available 3D models:
47
+ - **hunyuan** (default) — Hunyuan 3D v3.1 Pro, highest quality
48
+ - **trellis** — Trellis 2, fast and detailed
49
+ - **meshy** — Legacy option
50
+
51
+ From the CLI, the reference image step is invisible. Just call:
52
+
53
+ ```
54
+ summer_generate_3d(prompt="a treasure chest with gold coins")
55
+ ```
56
+
57
+ The server generates the reference image and feeds it to 3D automatically.
58
+
59
+ To pick a specific model:
60
+
61
+ ```
62
+ summer_generate_3d(prompt="a treasure chest", model="trellis")
63
+ ```
64
+
65
+ For manual control (you want to see/approve the reference image first):
66
+
67
+ ```
68
+ summer_generate_image(prompt="a treasure chest with gold coins, game asset, white background, stylized, not ultra realistic")
69
+ # Review the image with Read tool
70
+ summer_generate_3d(kind="image-to-3d", imageUrl="<fileUrl from above>")
71
+ ```
72
+
73
+ ### Prompt template for 3D reference images
74
+
75
+ When generating images intended for 3D conversion, use this suffix:
76
+
77
+ ```
78
+ [your asset description]. Game asset, centered in frame, 3D model render style,
79
+ stylized game art, not ultra realistic, clean white background, soft studio
80
+ lighting. Isolated object ready for 3D mesh generation.
81
+ ```
82
+
83
+ Examples:
84
+
85
+ **Weapon:**
86
+ ```
87
+ A medieval broadsword with ornate crossguard and leather-wrapped grip. Game asset,
88
+ centered in frame, 3D model render style, stylized game art, not ultra realistic,
89
+ clean white background, soft studio lighting. Isolated object ready for 3D mesh
90
+ generation.
91
+ ```
92
+
93
+ **Character:**
94
+ ```
95
+ A fantasy knight in full plate armor, red cape, detailed pauldrons. T-pose,
96
+ front-facing. Game character asset, 3D model render style, stylized game art,
97
+ not ultra realistic, clean white background, soft studio lighting. Ready for
98
+ 3D mesh generation.
99
+ ```
100
+
101
+ **Organic prop:**
102
+ ```
103
+ Cluster of bioluminescent mushrooms growing from a small mossy rock base. Pale
104
+ green glow, translucent caps, alien organic shapes. Game asset, centered in frame,
105
+ 3D model render style, stylized game art, not ultra realistic, clean white
106
+ background, soft studio lighting. Isolated object ready for 3D mesh generation.
107
+ ```
108
+
109
+ **Vehicle:**
110
+ ```
111
+ A rusted sci-fi hover bike with exposed engine parts and worn paint. Game asset,
112
+ centered in frame, 3D model render style, stylized game art, not ultra realistic,
113
+ clean white background, soft studio lighting. Isolated vehicle ready for 3D mesh
114
+ generation.
115
+ ```
116
+
117
+ ### What makes a BAD 3D reference
118
+
119
+ Avoid these in prompts:
120
+ - Scene context ("sword lying on a table") -- the table becomes part of the mesh
121
+ - Strong directional shadows -- baked into the mesh as geometry
122
+ - Ultra-realistic rendering -- too much detail for game-ready meshes
123
+ - Flat 2D angles (pure front/side view) -- 3D gen needs depth cues
124
+ - Multiple objects ("a sword and a shield") -- generates as one fused mesh
125
+ - Busy backgrounds -- bleeds into the model
126
+
127
+ ### Polycount guidance
128
+
129
+ Pass in options when quality matters:
130
+
131
+ ```
132
+ summer_generate_3d(prompt="...", options={ target_polycount: 5000 })
133
+ ```
134
+
135
+ Rough targets:
136
+ - Mobile games: 1k-3k tris
137
+ - Indie/stylized PC: 3k-10k tris
138
+ - Detailed hero assets: 10k-30k tris
139
+ - Cinematics/showcase: 30k-100k tris
140
+
141
+ Default if not specified: provider decides (usually 10k-30k range).
142
+
143
+ ---
144
+
145
+ ## Pipeline 2: Textures + Geometry (Walls, Floors, Structures)
146
+
147
+ For flat surfaces and repeating structures, don't generate 3D models. Generate textures and apply them to simple geometry.
148
+
149
+ ### Walls
150
+
151
+ ```
152
+ summer_generate_image(prompt="seamless brick wall texture, tileable, game texture, diffuse map")
153
+ summer_import_from_url(url="<fileUrl>", path="res://assets/textures/brick_wall.png")
154
+ ```
155
+
156
+ Then in the scene:
157
+ ```
158
+ summer_add_node(parent="./Level", type="CSGBox3D", name="Wall")
159
+ summer_set_prop(path="./Level/Wall", key="size", value="Vector3(10, 3, 0.3)")
160
+ summer_set_prop(path="./Level/Wall", key="position", value="Vector3(0, 1.5, -5)")
161
+ ```
162
+
163
+ Attach material with texture via script or manual setup.
164
+
165
+ ### Floors / ground
166
+
167
+ ```
168
+ summer_generate_image(prompt="seamless grass ground texture, top-down, tileable, game texture")
169
+ ```
170
+
171
+ Apply to PlaneMesh or CSGBox3D scaled flat.
172
+
173
+ ### Modular building kit
174
+
175
+ For buildings, combine CSG shapes:
176
+ - CSGBox3D for walls
177
+ - CSGBox3D for floors/ceilings
178
+ - CSGCylinder3D for pillars
179
+ - CSGPolygon3D for custom shapes
180
+
181
+ Generate different textures for each material:
182
+ - Wall texture (brick, stone, wood)
183
+ - Floor texture (tile, wood planks, concrete)
184
+ - Roof texture (shingles, metal)
185
+
186
+ ### Texture prompt tips
187
+
188
+ For tileable textures, always include:
189
+ ```
190
+ [material description], seamless, tileable, game texture, diffuse map,
191
+ top-down view, uniform lighting, no perspective
192
+ ```
193
+
194
+ ---
195
+
196
+ ## Pipeline 3: 2D Only (UI, Sprites, Icons)
197
+
198
+ For 2D game assets and UI elements:
199
+
200
+ ```
201
+ summer_generate_image(prompt="pixel art heart icon, 64x64, red, game UI element",
202
+ style="pixel")
203
+ ```
204
+
205
+ For sprite sheets, consider the sprite animation tools (separate from this pipeline).
206
+
207
+ ### UI prompt tips
208
+
209
+ ```
210
+ [element description], flat design, clean edges, game UI style,
211
+ transparent background preferred, [size]px
212
+ ```
213
+
214
+ ---
215
+
216
+ ## Pipeline 4: Audio
217
+
218
+ Separate from visual assets. See summer_generate_audio tool:
219
+
220
+ ```
221
+ summer_generate_audio(capability="sound_effects", text="metal sword clash impact")
222
+ summer_generate_audio(capability="music", prompt="ambient fantasy forest theme", durationSeconds=60)
223
+ summer_generate_audio(capability="text_to_speech", text="You shall not pass!", voiceId="<id>")
224
+ ```
225
+
226
+ ---
227
+
228
+ ## Edge Cases (add to this list as they come up)
229
+
230
+ - **Transparent/glass objects**: Add "translucent material, see-through" to prompt. 3D gen may struggle -- consider using engine materials instead.
231
+ - **Animated objects**: Generate static mesh first, animate in engine with AnimationPlayer.
232
+ - **Multi-part objects**: Generate each part separately, assemble in scene tree.
233
+ - **Extremely thin objects** (paper, cloth, flags): 3D gen produces thick meshes. Better to use MeshInstance3D with a plane + texture + shader.
234
+ - **Emissive/glowing objects**: Generate the mesh, add emissive material in engine. Don't rely on the glow being in the mesh.
235
+ - **LOD (Level of Detail)**: Generate one version. If perf needs LOD, use Godot's LOD system or generate a second low-poly version.
@@ -0,0 +1,441 @@
1
+ ---
2
+ name: make-game
3
+ description: End-to-end game creation workflow. Use when the user wants to build a complete game, start a new project, or says "make me a game". Orchestrates project setup, asset creation, scene building, scripting, and testing.
4
+ license: MIT
5
+ compatibility:
6
+ - Cursor
7
+ - Claude Code
8
+ - Windsurf
9
+ ---
10
+
11
+ # Make a Game with Summer Engine
12
+
13
+ Step-by-step workflow for building a complete game. Follow phases 0-6 in order. Each phase must complete before moving to the next.
14
+
15
+ **Rule**: Scene operations (.tscn) use MCP tools. Script files (.gd) use host file-edit tools (Write/Edit). Never cross the streams.
16
+
17
+ ---
18
+
19
+ ## Phase 0: Gather Requirements
20
+
21
+ Before touching any tools, ask the user:
22
+ 1. **What kind of game?** (platformer, FPS, top-down, puzzle, racing, etc.)
23
+ 2. **2D or 3D?**
24
+ 3. **Art style?** (realistic, low-poly, cartoon, pixel art)
25
+ 4. **Core mechanic?** One sentence. ("player jumps between platforms collecting coins")
26
+ 5. **Scope?** (1 level prototype, or multi-level)
27
+
28
+ Use this decision matrix:
29
+
30
+ | Genre | Root Type | Camera | Player Body | Dimension |
31
+ |-------|-----------|--------|-------------|-----------|
32
+ | FPS | Node3D | Camera3D on player | CharacterBody3D | 3D |
33
+ | Platformer 2D | Node2D | Camera2D following | CharacterBody2D | 2D |
34
+ | Platformer 3D | Node3D | Camera3D following | CharacterBody3D | 3D |
35
+ | Top-down | Node2D | Camera2D | CharacterBody2D | 2D |
36
+ | Puzzle | Node2D or Control | Camera2D or none | varies | 2D |
37
+ | Racing | Node3D | Camera3D behind car | VehicleBody3D | 3D |
38
+
39
+ ---
40
+
41
+ ## Phase 1: Project Bootstrap
42
+
43
+ ### 1a. Get context
44
+
45
+ ```
46
+ summer_get_agent_playbook()
47
+ summer_get_project_context()
48
+ ```
49
+
50
+ If a scene is open: `summer_get_scene_tree()` to see what exists.
51
+
52
+ ### 1b. Configure project
53
+
54
+ ```
55
+ summer_project_setting(key="application/config/name", value="<game name>")
56
+ summer_project_setting(key="display/window/size/viewport_width", value=1280)
57
+ summer_project_setting(key="display/window/size/viewport_height", value=720)
58
+ summer_project_setting(key="application/run/main_scene", value="res://scenes/main_level.tscn")
59
+ ```
60
+
61
+ For 2D pixel art, add:
62
+ ```
63
+ summer_project_setting(key="rendering/textures/canvas_textures/default_texture_filter", value=0)
64
+ ```
65
+
66
+ ### 1c. Create scenes
67
+
68
+ ```
69
+ summer_create_scene(path="res://scenes/main_level.tscn", rootName="World", allow_temporary_scene_mutation=true)
70
+ summer_create_scene(path="res://scenes/player.tscn", rootName="Player", allow_temporary_scene_mutation=true)
71
+ ```
72
+
73
+ ### 1d. Folder conventions
74
+
75
+ - `res://scenes/` -- .tscn files
76
+ - `res://scripts/` -- .gd files
77
+ - `res://assets/models/` -- 3D models
78
+ - `res://assets/textures/` -- images, sprites
79
+ - `res://assets/audio/` -- sounds, music
80
+
81
+ ---
82
+
83
+ ## Phase 2: Asset Pipeline
84
+
85
+ Pick the right strategy per asset. Prefer this order: Library > Generate > Primitives.
86
+
87
+ ### Strategy A: Asset Library (fastest, 25k+ free models)
88
+
89
+ For environment props, furniture, nature, vehicles:
90
+
91
+ ```
92
+ summer_search_assets(query="low-poly tree", assetType="3d_model", limit=5)
93
+ summer_import_asset(query="wooden barrel", parent="./World/Props", assetType="3d_model")
94
+ ```
95
+
96
+ ### Strategy B: AI Generation (custom assets)
97
+
98
+ **Images** (textures, sprites, UI art) -- sync, returns immediately:
99
+ ```
100
+ summer_generate_image(prompt="top-down grass tileset, seamless, 512x512", style="cartoon")
101
+ ```
102
+ Returns `localPath` -- use Read tool to show the user for approval.
103
+ Then import:
104
+ ```
105
+ summer_import_from_url(url="<asset.fileUrl>", path="res://assets/textures/grass.png")
106
+ ```
107
+
108
+ **3D models** -- async, waits up to 5 min by default:
109
+ ```
110
+ summer_generate_3d(prompt="low-poly treasure chest with gold coins", kind="text-to-3d")
111
+ ```
112
+ Returns completed result directly. Then import the model URL.
113
+
114
+ **Image-to-3D** -- generate concept art first, then convert:
115
+ ```
116
+ summer_generate_image(prompt="medieval sword, ornate handle, game asset, white background")
117
+ # Show to user, get approval
118
+ summer_generate_3d(kind="image-to-3d", imageUrl="<asset.fileUrl>")
119
+ ```
120
+
121
+ **Audio** -- sync:
122
+ ```
123
+ summer_generate_audio(capability="sound_effects", text="sword swing whoosh")
124
+ summer_generate_audio(capability="music", prompt="upbeat adventure theme", durationSeconds=30)
125
+ summer_generate_audio(capability="text_to_speech", text="Welcome, adventurer!", voiceId="<id>")
126
+ ```
127
+
128
+ **Parallel generation**: Start multiple 3D jobs with `wait=false`, work on scene setup, then check later:
129
+ ```
130
+ summer_generate_3d(prompt="...", wait=false) -> jobId: "abc"
131
+ summer_generate_3d(prompt="...", wait=false) -> jobId: "def"
132
+ # ... do scene work ...
133
+ summer_check_job(jobId="abc")
134
+ summer_check_job(jobId="def")
135
+ ```
136
+
137
+ ### Strategy C: Primitive Meshes (instant, offline)
138
+
139
+ For prototyping or blocking out levels:
140
+ ```
141
+ summer_add_node(parent="./World", type="MeshInstance3D", name="Floor")
142
+ summer_set_prop(path="./World/Floor", key="mesh", value="BoxMesh")
143
+ summer_set_resource_property(nodePath="./World/Floor", resourceProperty="mesh", subProperty="size", value="Vector3(20, 0.2, 20)")
144
+ ```
145
+
146
+ ---
147
+
148
+ ## Phase 3: Scene Construction
149
+
150
+ ### 3a. Build environment with batch
151
+
152
+ Use `summer_batch` for multi-step setup in one undo step:
153
+
154
+ ```
155
+ summer_batch(ops=[
156
+ {"op":"AddNode","parent":"./","type":"Node3D","name":"Level"},
157
+ {"op":"AddNode","parent":"./Level","type":"MeshInstance3D","name":"Ground"},
158
+ {"op":"SetProp","path":"./Level/Ground","key":"mesh","value":"PlaneMesh"},
159
+ {"op":"SetResourceProperty","nodePath":"./Level/Ground","resourceProperty":"mesh","subProperty":"size","value":"Vector2(50,50)"},
160
+ {"op":"AddNode","parent":"./","type":"DirectionalLight3D","name":"Sun"},
161
+ {"op":"SetProp","path":"./Sun","key":"rotation_degrees","value":"Vector3(-45,30,0)"},
162
+ {"op":"SetProp","path":"./Sun","key":"shadow_enabled","value":"true"},
163
+ {"op":"AddNode","parent":"./","type":"WorldEnvironment","name":"Env"}
164
+ ])
165
+ ```
166
+
167
+ ### 3b. Build player
168
+
169
+ **3D FPS/Third-person:**
170
+ ```
171
+ summer_open_scene(path="res://scenes/player.tscn")
172
+ summer_batch(ops=[
173
+ {"op":"AddNode","parent":"./","type":"CollisionShape3D","name":"Collision"},
174
+ {"op":"SetProp","path":"./Collision","key":"shape","value":"CapsuleShape3D"},
175
+ {"op":"AddNode","parent":"./","type":"Camera3D","name":"Camera"},
176
+ {"op":"SetProp","path":"./Camera","key":"position","value":"Vector3(0,1.6,0)"}
177
+ ])
178
+ ```
179
+
180
+ **2D Platformer:**
181
+ ```
182
+ summer_open_scene(path="res://scenes/player.tscn")
183
+ summer_batch(ops=[
184
+ {"op":"AddNode","parent":"./","type":"CollisionShape2D","name":"Collision"},
185
+ {"op":"SetProp","path":"./Collision","key":"shape","value":"RectangleShape2D"},
186
+ {"op":"AddNode","parent":"./","type":"Sprite2D","name":"Sprite"},
187
+ {"op":"AddNode","parent":"./","type":"Camera2D","name":"Camera"}
188
+ ])
189
+ ```
190
+
191
+ ### 3c. Input bindings
192
+
193
+ ```
194
+ summer_input_map_bind(name="move_forward", events=[{"type":"key","key":"W"}])
195
+ summer_input_map_bind(name="move_back", events=[{"type":"key","key":"S"}])
196
+ summer_input_map_bind(name="move_left", events=[{"type":"key","key":"A"}])
197
+ summer_input_map_bind(name="move_right", events=[{"type":"key","key":"D"}])
198
+ summer_input_map_bind(name="jump", events=[{"type":"key","key":"Space"}])
199
+ summer_input_map_bind(name="interact", events=[{"type":"key","key":"E"}])
200
+ ```
201
+
202
+ ### 3d. Place assets in scene
203
+
204
+ ```
205
+ summer_open_scene(path="res://scenes/main_level.tscn")
206
+ summer_instantiate_scene(parent="./Level", scene="res://scenes/player.tscn", name="Player")
207
+ summer_instantiate_scene(parent="./Level", scene="res://assets/models/tree.glb", name="Tree1")
208
+ summer_set_prop(path="./Level/Tree1", key="position", value="Vector3(5, 0, 3)")
209
+ ```
210
+
211
+ ### 3e. Save
212
+
213
+ ```
214
+ summer_save_scene()
215
+ ```
216
+
217
+ ---
218
+
219
+ ## Phase 4: Scripting
220
+
221
+ **Write .gd files with host file-edit tools (Write/Edit). Attach via MCP.**
222
+
223
+ Workflow:
224
+ 1. Write the script file to disk
225
+ 2. Attach: `summer_set_prop(path="./Player", key="script", value="res://scripts/player.gd")`
226
+ 3. Check: `summer_get_script_errors(path="res://scripts/player.gd")`
227
+ 4. Wire signals: `summer_connect_signal(emitter="./Coin", signal="body_entered", receiver="./Coin", method="_on_body_entered")`
228
+
229
+ ### 3D Player Controller (FPS)
230
+
231
+ Write to `res://scripts/player.gd`:
232
+
233
+ ```gdscript
234
+ extends CharacterBody3D
235
+
236
+ @export var speed: float = 5.0
237
+ @export var jump_velocity: float = 4.5
238
+ @export var mouse_sensitivity: float = 0.002
239
+
240
+ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
241
+
242
+ func _ready() -> void:
243
+ Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
244
+
245
+ func _unhandled_input(event: InputEvent) -> void:
246
+ if event is InputEventMouseMotion:
247
+ rotate_y(-event.relative.x * mouse_sensitivity)
248
+ $Camera.rotate_x(-event.relative.y * mouse_sensitivity)
249
+ $Camera.rotation.x = clampf($Camera.rotation.x, -PI/2, PI/2)
250
+ if event.is_action_pressed("ui_cancel"):
251
+ Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
252
+
253
+ func _physics_process(delta: float) -> void:
254
+ if not is_on_floor():
255
+ velocity.y -= gravity * delta
256
+
257
+ if Input.is_action_just_pressed("jump") and is_on_floor():
258
+ velocity.y = jump_velocity
259
+
260
+ var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
261
+ var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
262
+
263
+ if direction:
264
+ velocity.x = direction.x * speed
265
+ velocity.z = direction.z * speed
266
+ else:
267
+ velocity.x = move_toward(velocity.x, 0, speed)
268
+ velocity.z = move_toward(velocity.z, 0, speed)
269
+
270
+ move_and_slide()
271
+ ```
272
+
273
+ ### 2D Platformer Controller
274
+
275
+ Write to `res://scripts/player.gd`:
276
+
277
+ ```gdscript
278
+ extends CharacterBody2D
279
+
280
+ @export var speed: float = 200.0
281
+ @export var jump_velocity: float = -350.0
282
+
283
+ var gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
284
+
285
+ func _physics_process(delta: float) -> void:
286
+ if not is_on_floor():
287
+ velocity.y += gravity * delta
288
+
289
+ if Input.is_action_just_pressed("jump") and is_on_floor():
290
+ velocity.y = jump_velocity
291
+
292
+ var direction := Input.get_axis("move_left", "move_right")
293
+ velocity.x = direction * speed if direction else move_toward(velocity.x, 0, speed)
294
+
295
+ move_and_slide()
296
+ ```
297
+
298
+ ### Collectible Pickup
299
+
300
+ Write to `res://scripts/collectible.gd`:
301
+
302
+ ```gdscript
303
+ extends Area3D
304
+
305
+ signal collected
306
+
307
+ func _ready() -> void:
308
+ body_entered.connect(_on_body_entered)
309
+
310
+ func _on_body_entered(body: Node3D) -> void:
311
+ if body.is_in_group("player"):
312
+ collected.emit()
313
+ queue_free()
314
+ ```
315
+
316
+ ### Simple Enemy Patrol
317
+
318
+ Write to `res://scripts/enemy_patrol.gd`:
319
+
320
+ ```gdscript
321
+ extends CharacterBody3D
322
+
323
+ @export var speed: float = 2.0
324
+ @export var patrol_distance: float = 5.0
325
+
326
+ var start_pos: Vector3
327
+ var direction: float = 1.0
328
+ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
329
+
330
+ func _ready() -> void:
331
+ start_pos = global_position
332
+
333
+ func _physics_process(delta: float) -> void:
334
+ if not is_on_floor():
335
+ velocity.y -= gravity * delta
336
+
337
+ velocity.x = direction * speed
338
+ move_and_slide()
339
+
340
+ if global_position.distance_to(start_pos) > patrol_distance:
341
+ direction *= -1
342
+ ```
343
+
344
+ ---
345
+
346
+ ## Phase 5: Test and Debug
347
+
348
+ ```
349
+ summer_clear_console()
350
+ summer_play()
351
+ ```
352
+
353
+ After a few seconds:
354
+ ```
355
+ summer_get_diagnostics()
356
+ ```
357
+
358
+ If errors:
359
+ ```
360
+ summer_get_console(type="error")
361
+ summer_get_script_errors(path="res://scripts/player.gd")
362
+ ```
363
+
364
+ Fix, then:
365
+ ```
366
+ summer_stop()
367
+ # apply fix
368
+ summer_play()
369
+ ```
370
+
371
+ ### Common errors
372
+
373
+ | Error | Cause | Fix |
374
+ |-------|-------|-----|
375
+ | "Node not found" | Bad $NodePath | Check path with `summer_get_scene_tree()` |
376
+ | "Invalid call" on move_and_slide | Wrong base class | Script must extend CharacterBody3D/2D |
377
+ | Falling through floor | No collision | Add StaticBody3D + CollisionShape3D to ground |
378
+ | "No main scene" | Not configured | `summer_project_setting(key="application/run/main_scene", ...)` |
379
+ | Mouse not captured | Missing in _ready | Add `Input.mouse_mode = Input.MOUSE_MODE_CAPTURED` |
380
+
381
+ ---
382
+
383
+ ## Phase 6: Iterate
384
+
385
+ After first playable, ask the user what to improve. Common next steps:
386
+
387
+ - **More levels**: Create new .tscn, instantiate player, add to scene list
388
+ - **Enemies**: New scene + patrol script + spawn in level
389
+ - **UI/HUD**: Add CanvasLayer + Control nodes (see ui-basics skill)
390
+ - **Sound**: Generate with `summer_generate_audio`, attach AudioStreamPlayer3D
391
+ - **Lighting**: Set up WorldEnvironment + lights (see 3d-lighting skill)
392
+ - **Game states**: Main menu > gameplay > game over flow via SceneTree.change_scene_to_file()
393
+
394
+ ---
395
+
396
+ ## Anti-Patterns
397
+
398
+ - Never write .tscn files with host file tools -- always use MCP scene tools
399
+ - Never guess node paths -- call `summer_get_scene_tree()` first
400
+ - Never edit scenes while game is running -- call `summer_stop()` first
401
+ - Never skip `summer_save_scene()` -- unsaved changes are editor-only
402
+ - Script .gd files must exist on disk BEFORE attaching via `summer_set_prop`
403
+ - `summer_create_scene` requires `allow_temporary_scene_mutation=true`
404
+ - Node paths use `./` prefix. File paths use `res://` prefix. Never mix them.
405
+
406
+ ---
407
+
408
+ ## Tool Quick Reference
409
+
410
+ | Category | Tool | Purpose |
411
+ |----------|------|---------|
412
+ | Setup | `summer_get_agent_playbook` | Safe workflow guide |
413
+ | Setup | `summer_get_project_context` | Project name, paths, status |
414
+ | Setup | `summer_project_setting` | Set project.godot values |
415
+ | Scene | `summer_create_scene` | New scene file |
416
+ | Scene | `summer_open_scene` | Switch to scene |
417
+ | Scene | `summer_get_scene_tree` | Read scene structure |
418
+ | Scene | `summer_save_scene` | Save to disk |
419
+ | Nodes | `summer_add_node` | Add node |
420
+ | Nodes | `summer_set_prop` | Set property |
421
+ | Nodes | `summer_set_resource_property` | Set sub-resource prop |
422
+ | Nodes | `summer_remove_node` | Delete node |
423
+ | Nodes | `summer_instantiate_scene` | Place .tscn/.glb |
424
+ | Nodes | `summer_batch` | Multi-op, one undo |
425
+ | Nodes | `summer_connect_signal` | Wire signals |
426
+ | Nodes | `summer_inspect_node` | Read node details |
427
+ | Input | `summer_input_map_bind` | Bind keys to actions |
428
+ | Assets | `summer_search_assets` | Search 25k+ library |
429
+ | Assets | `summer_import_asset` | Search + import + place |
430
+ | Assets | `summer_import_from_url` | Import from URL |
431
+ | Generate | `summer_generate_image` | AI image gen |
432
+ | Generate | `summer_generate_audio` | AI audio/SFX/music |
433
+ | Generate | `summer_generate_3d` | AI 3D model gen |
434
+ | Generate | `summer_generate_video` | AI video gen |
435
+ | Generate | `summer_check_job` | Poll async jobs |
436
+ | Debug | `summer_play` | Run game |
437
+ | Debug | `summer_stop` | Stop game |
438
+ | Debug | `summer_get_diagnostics` | Error overview |
439
+ | Debug | `summer_get_console` | Read output |
440
+ | Debug | `summer_get_script_errors` | Check .gd compile |
441
+ | Debug | `summer_clear_console` | Clear output |