summer-engine 3.0.0 → 3.2.0

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.
Files changed (413) hide show
  1. package/.claude-plugin/marketplace.json +2 -2
  2. package/.claude-plugin/plugin.json +27 -5
  3. package/.codex-plugin/plugin.json +28 -6
  4. package/.cursor-plugin/plugin.json +27 -5
  5. package/.factory-plugin/plugin.json +27 -5
  6. package/.opencode/plugins/summer.js +1 -1
  7. package/CHANGELOG.md +120 -0
  8. package/README.md +22 -7
  9. package/assets/audit/scene_audit.gd +4136 -0
  10. package/assets/seeing/seeing_probe.gd +1873 -0
  11. package/dist/cli/commands/setup.js +6 -19
  12. package/dist/cli/commands/skills.js +57 -32
  13. package/dist/core/api-client.d.ts +9 -1
  14. package/dist/core/api-client.js +21 -4
  15. package/dist/core/capabilities/agent-playbook.js +46 -0
  16. package/dist/core/capabilities/audit/accept.d.ts +55 -0
  17. package/dist/core/capabilities/audit/accept.js +147 -0
  18. package/dist/core/capabilities/audit/args.d.ts +95 -0
  19. package/dist/core/capabilities/audit/args.js +89 -0
  20. package/dist/core/capabilities/audit/audit.d.ts +56 -0
  21. package/dist/core/capabilities/audit/audit.js +287 -0
  22. package/dist/core/capabilities/audit/frame.d.ts +14 -0
  23. package/dist/core/capabilities/audit/frame.js +35 -0
  24. package/dist/core/capabilities/audit/gaps.d.ts +96 -0
  25. package/dist/core/capabilities/audit/gaps.js +257 -0
  26. package/dist/core/capabilities/audit/judge.d.ts +162 -0
  27. package/dist/core/capabilities/audit/judge.js +1134 -0
  28. package/dist/core/capabilities/audit/math.d.ts +110 -0
  29. package/dist/core/capabilities/audit/math.js +263 -0
  30. package/dist/core/capabilities/audit/summary.d.ts +74 -0
  31. package/dist/core/capabilities/audit/summary.js +212 -0
  32. package/dist/core/capabilities/board.d.ts +31 -0
  33. package/dist/core/capabilities/board.js +43 -0
  34. package/dist/core/capabilities/camera-view.d.ts +4 -2
  35. package/dist/core/capabilities/camera-view.js +6 -3
  36. package/dist/core/capabilities/connect-signal.d.ts +85 -0
  37. package/dist/core/capabilities/connect-signal.js +285 -0
  38. package/dist/core/capabilities/engine-fallbacks.d.ts +5 -0
  39. package/dist/core/capabilities/engine-fallbacks.js +5 -0
  40. package/dist/core/capabilities/engine-ops.d.ts +5 -1
  41. package/dist/core/capabilities/engine-ops.js +0 -3
  42. package/dist/core/capabilities/engine-receipt.d.ts +12 -0
  43. package/dist/core/capabilities/engine-receipt.js +26 -0
  44. package/dist/core/capabilities/file-read.d.ts +64 -0
  45. package/dist/core/capabilities/file-read.js +325 -0
  46. package/dist/core/capabilities/game-task-plan.js +4 -2
  47. package/dist/core/capabilities/grep.d.ts +60 -0
  48. package/dist/core/capabilities/grep.js +190 -0
  49. package/dist/core/capabilities/inspect-node.d.ts +56 -0
  50. package/dist/core/capabilities/inspect-node.js +225 -0
  51. package/dist/core/capabilities/inspect-resource.d.ts +61 -0
  52. package/dist/core/capabilities/inspect-resource.js +376 -0
  53. package/dist/core/capabilities/math3d.d.ts +28 -0
  54. package/dist/core/capabilities/math3d.js +88 -0
  55. package/dist/core/capabilities/motion-generation.d.ts +62 -0
  56. package/dist/core/capabilities/motion-generation.js +138 -0
  57. package/dist/core/capabilities/placement-batch.d.ts +102 -0
  58. package/dist/core/capabilities/placement-batch.js +483 -0
  59. package/dist/core/capabilities/placement-math.d.ts +70 -0
  60. package/dist/core/capabilities/placement-math.js +209 -0
  61. package/dist/core/capabilities/placement-script.d.ts +42 -0
  62. package/dist/core/capabilities/placement-script.js +1096 -0
  63. package/dist/core/capabilities/placement.d.ts +485 -0
  64. package/dist/core/capabilities/placement.js +1731 -0
  65. package/dist/core/capabilities/project-context.d.ts +33 -2
  66. package/dist/core/capabilities/project-context.js +87 -4
  67. package/dist/core/capabilities/replace-node.d.ts +91 -0
  68. package/dist/core/capabilities/replace-node.js +423 -0
  69. package/dist/core/capabilities/runtime-control.d.ts +20 -4
  70. package/dist/core/capabilities/runtime-control.js +67 -2
  71. package/dist/core/capabilities/scene-batch.d.ts +63 -0
  72. package/dist/core/capabilities/scene-batch.js +394 -0
  73. package/dist/core/capabilities/scene-readback.d.ts +36 -0
  74. package/dist/core/capabilities/scene-readback.js +54 -0
  75. package/dist/core/capabilities/seeing/args.d.ts +348 -0
  76. package/dist/core/capabilities/seeing/args.js +178 -0
  77. package/dist/core/capabilities/seeing/candidates.d.ts +127 -0
  78. package/dist/core/capabilities/seeing/candidates.js +282 -0
  79. package/dist/core/capabilities/seeing/math.d.ts +134 -0
  80. package/dist/core/capabilities/seeing/math.js +269 -0
  81. package/dist/core/capabilities/seeing/probe.d.ts +62 -0
  82. package/dist/core/capabilities/seeing/probe.js +188 -0
  83. package/dist/core/capabilities/seeing/scoring.d.ts +235 -0
  84. package/dist/core/capabilities/seeing/scoring.js +639 -0
  85. package/dist/core/capabilities/seeing/seeing.d.ts +233 -0
  86. package/dist/core/capabilities/seeing/seeing.js +1341 -0
  87. package/dist/core/capabilities/seeing/shot-store.d.ts +52 -0
  88. package/dist/core/capabilities/seeing/shot-store.js +204 -0
  89. package/dist/core/capabilities/surface-snap-mesh.d.ts +88 -0
  90. package/dist/core/capabilities/surface-snap-mesh.js +425 -0
  91. package/dist/core/capabilities/surface-snap.d.ts +77 -0
  92. package/dist/core/capabilities/surface-snap.js +461 -0
  93. package/dist/core/capabilities/tool-dispatch.js +231 -72
  94. package/dist/core/capabilities/tscn.d.ts +85 -0
  95. package/dist/core/capabilities/tscn.js +391 -0
  96. package/dist/core/capabilities/world-snapshot.d.ts +58 -0
  97. package/dist/core/capabilities/world-snapshot.js +150 -0
  98. package/dist/core/capability-skew.d.ts +5 -5
  99. package/dist/core/capability-skew.js +14 -6
  100. package/dist/core/headless/worker-engine-client.d.ts +1 -1
  101. package/dist/core/headless/worker-engine-client.js +2 -2
  102. package/dist/core/library-read.d.ts +37 -5
  103. package/dist/core/library-read.js +264 -33
  104. package/dist/core/library-search.d.ts +2 -2
  105. package/dist/core/skills-registry.d.ts +9 -1
  106. package/dist/core/skills-registry.js +25 -2
  107. package/dist/installer/agent-config.d.ts +9 -4
  108. package/dist/installer/agent-config.js +194 -392
  109. package/dist/installer/agent-table.d.ts +119 -0
  110. package/dist/installer/agent-table.js +619 -0
  111. package/dist/installer/setup.js +4 -2
  112. package/dist/installer/skill-locations.d.ts +8 -17
  113. package/dist/installer/skill-locations.js +22 -101
  114. package/dist/installer/version-check.d.ts +5 -1
  115. package/dist/installer/version-check.js +38 -28
  116. package/dist/mcp/server.js +9 -3
  117. package/dist/mcp/tools/asset-tools.js +21 -3
  118. package/dist/mcp/tools/audit-tools.d.ts +23 -0
  119. package/dist/mcp/tools/audit-tools.js +60 -0
  120. package/dist/mcp/tools/debug-tools.js +3 -1
  121. package/dist/mcp/tools/file-tools.js +17 -4
  122. package/dist/mcp/tools/generate-tools.js +74 -66
  123. package/dist/mcp/tools/library-tools.js +2 -0
  124. package/dist/mcp/tools/perception-tools.js +6 -19
  125. package/dist/mcp/tools/placement-tools.d.ts +24 -0
  126. package/dist/mcp/tools/placement-tools.js +91 -0
  127. package/dist/mcp/tools/project-tools.js +18 -15
  128. package/dist/mcp/tools/scene-tools.js +71 -83
  129. package/dist/mcp/tools/seeing-tools.d.ts +24 -0
  130. package/dist/mcp/tools/seeing-tools.js +64 -0
  131. package/dist/mcp/tools/spatial-tools.js +17 -9
  132. package/dist/mcp/tools/visual-tools.js +59 -7
  133. package/gemini-extension.json +26 -4
  134. package/integrations/README.md +48 -19
  135. package/integrations/amp/README.md +12 -0
  136. package/integrations/amp/manifest-target.json +3 -0
  137. package/integrations/antigravity/README.md +12 -0
  138. package/integrations/antigravity/manifest-target.json +3 -0
  139. package/integrations/claude-desktop/README.md +12 -0
  140. package/integrations/claude-desktop/manifest-target.json +3 -0
  141. package/integrations/cline/README.md +8 -9
  142. package/integrations/cline-cli/README.md +12 -0
  143. package/integrations/cline-cli/manifest-target.json +3 -0
  144. package/integrations/copilot-jetbrains/README.md +12 -0
  145. package/integrations/copilot-jetbrains/manifest-target.json +3 -0
  146. package/integrations/crush/README.md +12 -0
  147. package/integrations/crush/manifest-target.json +3 -0
  148. package/integrations/github-copilot/README.md +8 -8
  149. package/integrations/goose/README.md +12 -0
  150. package/integrations/goose/manifest-target.json +3 -0
  151. package/integrations/grok-build/README.md +12 -0
  152. package/integrations/grok-build/manifest-target.json +3 -0
  153. package/integrations/hermes/README.md +12 -0
  154. package/integrations/hermes/manifest-target.json +3 -0
  155. package/integrations/junie/README.md +12 -0
  156. package/integrations/junie/manifest-target.json +3 -0
  157. package/integrations/kilo-code/README.md +6 -10
  158. package/integrations/kimi-code/README.md +12 -0
  159. package/integrations/kimi-code/manifest-target.json +3 -0
  160. package/integrations/kiro/README.md +12 -0
  161. package/integrations/kiro/manifest-target.json +3 -0
  162. package/integrations/lm-studio/README.md +8 -8
  163. package/integrations/mistral-vibe/README.md +12 -0
  164. package/integrations/mistral-vibe/manifest-target.json +3 -0
  165. package/integrations/opencode/README.md +9 -12
  166. package/integrations/qoder/README.md +12 -0
  167. package/integrations/qoder/manifest-target.json +3 -0
  168. package/integrations/qwen-code/README.md +12 -0
  169. package/integrations/qwen-code/manifest-target.json +3 -0
  170. package/integrations/roo-code/README.md +8 -7
  171. package/integrations/rovo-dev/README.md +12 -0
  172. package/integrations/rovo-dev/manifest-target.json +3 -0
  173. package/integrations/trae/README.md +12 -0
  174. package/integrations/trae/manifest-target.json +3 -0
  175. package/integrations/visual-studio/README.md +12 -0
  176. package/integrations/visual-studio/manifest-target.json +3 -0
  177. package/integrations/vscode-copilot/README.md +9 -9
  178. package/integrations/warp/README.md +12 -0
  179. package/integrations/warp/manifest-target.json +3 -0
  180. package/integrations/windsurf/README.md +8 -9
  181. package/integrations/zed/README.md +12 -0
  182. package/integrations/zed/manifest-target.json +3 -0
  183. package/library/references/mcp-tools-reference/mcp-tools-reference.md +59 -15
  184. package/library/references/mcp-tools-reference/resource.yaml +1 -1
  185. package/library/references/summer-folder/resource.yaml +1 -1
  186. package/library/references/summer-folder/summer-folder.md +1 -1
  187. package/library/skills/3d-lighting/SKILL.md +1 -1
  188. package/library/skills/README.md +264 -0
  189. package/library/skills/adaptive-music/SKILL.md +1 -1
  190. package/library/skills/agent-playtesting/SKILL.md +1 -1
  191. package/library/skills/ai-characters-in-games/SKILL.md +220 -0
  192. package/library/skills/ai-characters-in-games/resource.yaml +30 -0
  193. package/library/skills/ambient-bed/SKILL.md +1 -1
  194. package/library/skills/animated-loop/SKILL.md +1 -1
  195. package/library/skills/animation-tree/SKILL.md +1 -1
  196. package/library/skills/art-direction/SKILL.md +1 -1
  197. package/library/skills/asset-strategy/SKILL.md +2 -1
  198. package/library/skills/asset-strategy/resource.yaml +2 -1
  199. package/library/skills/audio-direction/SKILL.md +1 -1
  200. package/library/skills/auto-fire-targeting/SKILL.md +1 -1
  201. package/library/skills/brainstorm-game/SKILL.md +1 -1
  202. package/library/skills/brainstorming/SKILL.md +1 -1
  203. package/library/skills/browse-templates/SKILL.md +3 -3
  204. package/library/skills/browse-templates/resource.yaml +1 -1
  205. package/library/skills/camera-rigs/SKILL.md +128 -0
  206. package/library/skills/camera-rigs/resource.yaml +29 -0
  207. package/library/skills/celeste-momentum-platforming/SKILL.md +1 -1
  208. package/library/skills/character-animation-wiring/SKILL.md +1 -1
  209. package/library/skills/character-model/SKILL.md +1 -1
  210. package/library/skills/character-movement/SKILL.md +326 -0
  211. package/library/skills/character-movement/references/default-third-person-controller.gd +201 -0
  212. package/library/skills/character-movement/references/default-third-person-verification-probe.gd +154 -0
  213. package/library/skills/character-movement/references/movement-3d.md +136 -0
  214. package/library/skills/character-movement/references/platformer-feel.md +83 -0
  215. package/library/skills/character-movement/resource.yaml +40 -0
  216. package/library/skills/character-portrait/SKILL.md +1 -1
  217. package/library/skills/cinematic-cutscene/SKILL.md +1 -1
  218. package/library/skills/combat-basics/SKILL.md +159 -0
  219. package/library/skills/combat-basics/references/projectiles-and-aoe.md +100 -0
  220. package/library/skills/combat-basics/resource.yaml +34 -0
  221. package/library/skills/concept-art/SKILL.md +1 -1
  222. package/library/skills/create-asset-sheet/SKILL.md +1 -1
  223. package/library/skills/debug/SKILL.md +1 -1
  224. package/library/skills/debugging-game-feel/SKILL.md +1 -1
  225. package/library/skills/design-level/SKILL.md +1 -1
  226. package/library/skills/design-mechanic/SKILL.md +1 -1
  227. package/library/skills/design-npc/SKILL.md +1 -1
  228. package/library/skills/diagnosing-perf-regressions/SKILL.md +1 -1
  229. package/library/skills/dispatching-parallel-agents/SKILL.md +1 -1
  230. package/library/skills/driving-the-editor-ui/SKILL.md +1 -1
  231. package/library/skills/environment-kit/SKILL.md +1 -1
  232. package/library/skills/export-and-ship/SKILL.md +1 -1
  233. package/library/skills/fabricating-assets/SKILL.md +1 -1
  234. package/library/skills/facial-and-lipsync/SKILL.md +1 -1
  235. package/library/skills/fps-controller/SKILL.md +9 -7
  236. package/library/skills/fps-controller/resource.yaml +4 -1
  237. package/library/skills/game-feel/SKILL.md +1 -1
  238. package/library/skills/gameskill/SKILL.md +1 -1
  239. package/library/skills/gdscript-patterns/SKILL.md +1 -1
  240. package/library/skills/generate-motion/SKILL.md +9 -9
  241. package/library/skills/generate-motion/resource.yaml +2 -1
  242. package/library/skills/godogen-visual-proof-game-generation/SKILL.md +1 -1
  243. package/library/skills/headless-scripting/SKILL.md +1 -1
  244. package/library/skills/in-game-purchases/SKILL.md +254 -0
  245. package/library/skills/in-game-purchases/resource.yaml +29 -0
  246. package/library/skills/instantiate-asset-pack/SKILL.md +1 -1
  247. package/library/skills/investigating-bugs/SKILL.md +1 -1
  248. package/library/skills/lumera-single-image-scene-reconstruction/SKILL.md +1 -1
  249. package/library/skills/make-game/SKILL.md +25 -3
  250. package/library/skills/make-game/references/2d-platformer-polish.md +93 -0
  251. package/library/skills/make-game/references/2d-platformer.md +117 -0
  252. package/library/skills/make-game/references/2d-rpg-content.md +234 -0
  253. package/library/skills/make-game/references/2d-rpg.md +241 -0
  254. package/library/skills/make-game/references/2d-survivors-progression.md +201 -0
  255. package/library/skills/make-game/references/2d-survivors.md +237 -0
  256. package/library/skills/make-game/references/3d-fps-systems.md +216 -0
  257. package/library/skills/make-game/references/3d-fps.md +177 -0
  258. package/library/skills/make-game/references/3d-horror-systems.md +186 -0
  259. package/library/skills/make-game/references/3d-horror.md +201 -0
  260. package/library/skills/make-game/references/3d-third-person-systems.md +220 -0
  261. package/library/skills/make-game/references/3d-third-person.md +215 -0
  262. package/library/skills/make-game/resource.yaml +6 -1
  263. package/library/skills/multiplayer/SKILL.md +150 -0
  264. package/library/skills/multiplayer/resource.yaml +33 -0
  265. package/library/skills/multiplayer-movement/SKILL.md +510 -0
  266. package/library/skills/multiplayer-movement/files.md +501 -0
  267. package/library/skills/multiplayer-movement/resource.yaml +30 -0
  268. package/library/skills/multiplayer-project/SKILL.md +521 -0
  269. package/library/skills/multiplayer-project/files.md +448 -0
  270. package/library/skills/multiplayer-project/resource.yaml +36 -0
  271. package/library/skills/multiplayer-publish/SKILL.md +229 -0
  272. package/library/skills/multiplayer-publish/export-errors.md +89 -0
  273. package/library/skills/multiplayer-publish/resource.yaml +28 -0
  274. package/library/skills/multiplayer-state/SKILL.md +438 -0
  275. package/library/skills/multiplayer-state/files.md +592 -0
  276. package/library/skills/multiplayer-state/resource.yaml +35 -0
  277. package/library/skills/multiplayer-testing/SKILL.md +236 -0
  278. package/library/skills/multiplayer-testing/resource.yaml +39 -0
  279. package/library/skills/music-track/SKILL.md +1 -1
  280. package/library/skills/navigate-summer/SKILL.md +1 -1
  281. package/library/skills/new-project/SKILL.md +1 -1
  282. package/library/skills/organic-model/SKILL.md +1 -1
  283. package/library/skills/pixel-art/SKILL.md +1 -1
  284. package/library/skills/play/SKILL.md +1 -1
  285. package/library/skills/playtesting-a-feature/SKILL.md +1 -1
  286. package/library/skills/procedural-animation/SKILL.md +2 -2
  287. package/library/skills/procedural-animation/resource.yaml +1 -1
  288. package/library/skills/prop-model/SKILL.md +1 -1
  289. package/library/skills/psx-retro-rendering/SKILL.md +1 -1
  290. package/library/skills/realtime-wet-surfaces/SKILL.md +2 -2
  291. package/library/skills/remote-deploy/SKILL.md +1 -1
  292. package/library/skills/retarget/SKILL.md +1 -1
  293. package/library/skills/running-in-the-cloud/SKILL.md +1 -1
  294. package/library/skills/save-load/SKILL.md +156 -0
  295. package/library/skills/save-load/resource.yaml +27 -0
  296. package/library/skills/scene-composition/SKILL.md +1 -1
  297. package/library/skills/scene-hierarchy-design/SKILL.md +1 -1
  298. package/library/skills/scene-scripting/SKILL.md +1 -1
  299. package/library/skills/scene-to-level/SKILL.md +1 -1
  300. package/library/skills/skill-create/SKILL.md +1 -1
  301. package/library/skills/skill-improve/SKILL.md +1 -1
  302. package/library/skills/skill-test/SKILL.md +1 -1
  303. package/library/skills/skintokens-auto-rigging/SKILL.md +1 -1
  304. package/library/skills/skybox-panorama/SKILL.md +1 -1
  305. package/library/skills/sound-effect/SKILL.md +1 -1
  306. package/library/skills/spatial-placement/SKILL.md +134 -3
  307. package/library/skills/spatial-placement/references/kit-placement-tools.md +364 -0
  308. package/library/skills/spatial-placement/resource.yaml +16 -2
  309. package/library/skills/sprite-sheet/SKILL.md +1 -1
  310. package/library/skills/summer-analytics/SKILL.md +147 -0
  311. package/library/skills/summer-analytics/resource.yaml +28 -0
  312. package/library/skills/summer-friends/SKILL.md +226 -0
  313. package/library/skills/summer-friends/resource.yaml +28 -0
  314. package/library/skills/summer-leaderboards/SKILL.md +231 -0
  315. package/library/skills/summer-leaderboards/resource.yaml +30 -0
  316. package/library/skills/summer-match-results/SKILL.md +286 -0
  317. package/library/skills/summer-match-results/resource.yaml +32 -0
  318. package/library/skills/summer-matchmaking/SKILL.md +301 -0
  319. package/library/skills/summer-matchmaking/resource.yaml +32 -0
  320. package/library/skills/summer-parties/SKILL.md +253 -0
  321. package/library/skills/summer-parties/resource.yaml +30 -0
  322. package/library/skills/summer-player-data/SKILL.md +322 -0
  323. package/library/skills/summer-player-data/resource.yaml +30 -0
  324. package/library/skills/summer-store/SKILL.md +271 -0
  325. package/library/skills/summer-store/resource.yaml +29 -0
  326. package/library/skills/summer-world-chat/SKILL.md +195 -0
  327. package/library/skills/summer-world-chat/resource.yaml +30 -0
  328. package/library/skills/summer-world-saves/SKILL.md +284 -0
  329. package/library/skills/summer-world-saves/resource.yaml +29 -0
  330. package/library/skills/text-to-motion/SKILL.md +99 -0
  331. package/library/skills/text-to-motion/prompts-and-controls.md +34 -0
  332. package/library/skills/text-to-motion/resource.yaml +41 -0
  333. package/library/skills/text-to-motion/rigging-for-text-motion.md +54 -0
  334. package/library/skills/tileable-texture/SKILL.md +1 -1
  335. package/library/skills/trailer-shot/SKILL.md +1 -1
  336. package/library/skills/tune-performance/SKILL.md +1 -1
  337. package/library/skills/ui-basics/SKILL.md +10 -1
  338. package/library/skills/ui-graphics/SKILL.md +1 -1
  339. package/library/skills/use-widget-asset/SKILL.md +1 -1
  340. package/library/skills/using-summer/SKILL.md +2 -2
  341. package/library/skills/using-summer/resource.yaml +2 -2
  342. package/library/skills/vehicle-model/SKILL.md +1 -1
  343. package/library/skills/verification-before-completion/SKILL.md +1 -1
  344. package/library/skills/verifying-scenes/SKILL.md +76 -2
  345. package/library/skills/verifying-scenes/resource.yaml +13 -2
  346. package/library/skills/vfx-dissolve/SKILL.md +1 -1
  347. package/library/skills/vfx-fire/SKILL.md +1 -1
  348. package/library/skills/vfx-hit-spark/SKILL.md +1 -1
  349. package/library/skills/vfx-lightning/SKILL.md +1 -1
  350. package/library/skills/vfx-magic-glow/SKILL.md +1 -1
  351. package/library/skills/vfx-muzzle-flash/SKILL.md +1 -1
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  355. package/library/skills/web-and-touch-input/SKILL.md +38 -0
  356. package/library/skills/web-and-touch-input/resource.yaml +28 -0
  357. package/library/skills/web-compatibility-look/SKILL.md +62 -0
  358. package/library/skills/web-compatibility-look/resource.yaml +30 -0
  359. package/library/skills/world-building-3d/SKILL.md +8 -1
  360. package/library/skills/world-building-3d/references/spatial-tools.md +1 -1
  361. package/library/skills/world-building-3d/resource.yaml +2 -1
  362. package/library/skills/writing-plans/SKILL.md +1 -1
  363. package/library/skills/writing-skills/SKILL.md +1 -1
  364. package/library/templates/3d-lan-multiplayer-starter/resource.yaml +2 -2
  365. package/library/tools/attach-to-surface/resource.yaml +142 -0
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  405. package/registry/generated/skills-index.md +264 -0
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  413. package/library/skills/setup-multiplayer/resource.yaml +0 -28
@@ -0,0 +1,326 @@
1
+ ---
2
+ name: character-movement
3
+ description: "Player controllers for 2D and 3D, plus the canonical third-person controller for Summer humanoid packages: movement owns translation, clips follow state."
4
+ license: MIT
5
+ compatibility: [Cursor, Claude Code, Codex, Windsurf, Gemini, OpenCode]
6
+ category: character-controllers
7
+ user-invocable: false
8
+ allowed-tools: Read Grep summer_read_file summer_write_file summer_replace_text summer_get_scene_tree summer_add_node summer_set_prop summer_batch summer_input_map_bind summer_save_scene summer_get_script_errors summer_get_diagnostics summer_play summer_stop
9
+ paths: ["**/*.gd", "**/*.tscn"]
10
+ ---
11
+
12
+ # Character Movement
13
+
14
+ The player controller is the first thing you build and the thing the user feels
15
+ in the first 3 seconds. Ship the smallest correct controller, then tune feel.
16
+
17
+ Trigger phrases: "add player movement", "the player can't move / falls through
18
+ the floor", "wire my imported character as the player", "walk/run/jump
19
+ animations", "mouse look", "make the jump feel better".
20
+
21
+ Supporting files live in this skill's `references/` folder, next to this
22
+ SKILL.md. Open only the one the task needs:
23
+
24
+ | File | Read when |
25
+ |------|-----------|
26
+ | `references/default-third-person-controller.gd` | standard playable third-person Summer humanoid package; copy this exact controller instead of rewriting it |
27
+ | `references/default-third-person-verification-probe.gd` | runtime proof for that controller; pass it unchanged as a `RunVerification` `probe_source` |
28
+ | `references/platformer-feel.md` | jump feels bad, coyote time, jump buffering, variable jump height, one-way platforms |
29
+ | `references/movement-3d.md` | FPS/third-person controllers, mouse look, sprint, crouch, spring-arm camera |
30
+
31
+ ## Default playable Summer character
32
+
33
+ For a standard playable third-person Summer humanoid package, install this
34
+ skill's `references/default-third-person-controller.gd` unchanged as the player
35
+ script. Do not rewrite or reconstruct it from the snippets below. Customize the
36
+ installed file only when the user explicitly asks for different controls or
37
+ behavior.
38
+
39
+ Install it byte-exact:
40
+
41
+ 1. Take the full text of `references/default-third-person-controller.gd` from
42
+ this skill's folder, unchanged (tabs, comments and all).
43
+ 2. New destination:
44
+ `summer_write_file(path="res://scripts/player.gd", content=<that text>, create_only=true)`.
45
+ Existing destination: `summer_read_file(path="res://scripts/player.gd")`
46
+ first, then `summer_write_file(path=..., content=<that text>, expected_sha256=<sha256 from the read>)`.
47
+ 3. Confirm the copy is exact: the write receipt's sha256 must equal the sha256
48
+ of the source file (hash it locally when you have a shell; otherwise
49
+ `summer_read_file` the result and compare it to the source text).
50
+
51
+ Do not edit the installed file, add roles, or add an `AnimationTree` merely
52
+ because the user selected more package clips: choosing clips is not a request
53
+ to customize controls or behavior. When the user does explicitly request
54
+ different controls or behavior, install the exact canonical source first, then
55
+ `summer_read_file` the installed project file and change it with
56
+ `summer_replace_text`. Configure the manifest path and node paths on the scene
57
+ instance.
58
+
59
+ Required main-scene shape:
60
+
61
+ ```text
62
+ Main (Node3D)
63
+ Player (CharacterBody3D) # template script
64
+ CollisionShape3D # capsule
65
+ CharacterRotationRoot (Node3D) # only this node turns
66
+ Character # imported character.tscn instance
67
+ CameraYaw (Node3D)
68
+ CameraPitch (Node3D)
69
+ SpringArm3D
70
+ Camera3D # current = true
71
+ Ground / level geometry # world siblings of Player
72
+ DirectionalLight3D / WorldEnvironment
73
+ ```
74
+
75
+ When authoring a new main scene as `.tscn` text (written whole with
76
+ `summer_write_file`, never a hand edit of a scene open in the editor), use this
77
+ exact serialization pattern. Replace only the imported package paths when they
78
+ differ:
79
+
80
+ ```text
81
+ [gd_scene load_steps=7 format=3]
82
+
83
+ [ext_resource type="Script" path="res://scripts/player.gd" id="1_controller"]
84
+ [ext_resource type="PackedScene" path="res://characters/imported/character.tscn" id="2_character"]
85
+
86
+ [sub_resource type="CapsuleShape3D" id="PlayerCapsule"]
87
+ radius = 0.45
88
+ height = 1.8
89
+
90
+ [sub_resource type="BoxShape3D" id="GroundShape"]
91
+ size = Vector3(20, 0.5, 20)
92
+
93
+ [sub_resource type="BoxMesh" id="GroundMesh"]
94
+ size = Vector3(20, 0.5, 20)
95
+
96
+ [sub_resource type="Environment" id="WorldEnvironment"]
97
+ background_mode = 1
98
+ background_color = Color(0.12, 0.18, 0.3, 1)
99
+ ambient_light_energy = 0.6
100
+
101
+ [node name="Main" type="Node3D"]
102
+
103
+ [node name="Player" type="CharacterBody3D" parent="."]
104
+ position = Vector3(0, 1, 0)
105
+ script = ExtResource("1_controller")
106
+ character_manifest_path = "res://characters/imported/character.json"
107
+
108
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="Player"]
109
+ shape = SubResource("PlayerCapsule")
110
+
111
+ [node name="CharacterRotationRoot" type="Node3D" parent="Player"]
112
+
113
+ [node name="Character" parent="Player/CharacterRotationRoot" instance=ExtResource("2_character")]
114
+
115
+ [node name="CameraYaw" type="Node3D" parent="Player"]
116
+
117
+ [node name="CameraPitch" type="Node3D" parent="Player/CameraYaw"]
118
+ rotation = Vector3(-0.349066, 0, 0)
119
+
120
+ [node name="SpringArm3D" type="SpringArm3D" parent="Player/CameraYaw/CameraPitch"]
121
+ spring_length = 5.0
122
+
123
+ [node name="Camera3D" type="Camera3D" parent="Player/CameraYaw/CameraPitch/SpringArm3D"]
124
+ current = true
125
+
126
+ [node name="Ground" type="StaticBody3D" parent="."]
127
+ position = Vector3(0, -0.25, 0)
128
+
129
+ [node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
130
+ mesh = SubResource("GroundMesh")
131
+
132
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
133
+ shape = SubResource("GroundShape")
134
+
135
+ [node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
136
+ rotation_degrees = Vector3(-55, -30, 0)
137
+ shadow_enabled = true
138
+
139
+ [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
140
+ environment = SubResource("WorldEnvironment")
141
+ ```
142
+
143
+ Every nested `parent` is the complete path from the scene root, excluding the
144
+ root node's own name. Never shorten
145
+ `parent="Player/CameraYaw/CameraPitch"` to `parent="CameraPitch"`. A
146
+ `PackedScene` instance belongs in the `[node ...]` header and has no `type`;
147
+ never write a typed `Node3D` followed by `instance = ExtResource(...)` in the
148
+ node body. The playable body is a child of the world root. Ground, level
149
+ geometry, lights, and environment remain siblings of `Player`, never children
150
+ of it, so they do not move with the player.
151
+
152
+ Set `character_manifest_path` to the imported package's `character.json`. Bind
153
+ `move_left`, `move_right`, `move_forward`, `move_back`, `jump`, and `sprint`
154
+ before running, one `summer_input_map_bind` per action (e.g.
155
+ `summer_input_map_bind(name="move_forward", events=[{"type": "key", "key": "W"}])`);
156
+ `ui_cancel` is a built-in action — confirm it is still bound. The controller
157
+ asserts every one of them at `_ready`. Do not attach this template during generic import or
158
+ to an NPC unless the user explicitly asks for player-style control.
159
+
160
+ The default camera has horizontal mouse orbit only. `CameraPitch` is set once to
161
+ a modest downward angle and vertical mouse motion does not change it. The
162
+ controller keeps a short floor snap plus a small downward grounded velocity so
163
+ ordinary horizontal movement does not create a false airborne `Jump` state. It
164
+ also records the spawn point and respawns after falling below `respawn_below_y`.
165
+
166
+ A bind T/A-pose survives every static check: the AnimationPlayer is wired, the
167
+ clip is named `Idle`, and the files on disk all read correctly. Only a running
168
+ frame separates that from a character actually at rest.
169
+
170
+ **Runtime proof.** Read this skill's
171
+ `references/default-third-person-verification-probe.gd` and pass its full text
172
+ unchanged as the `probe_source` of a `RunVerification` op, which runs it in a
173
+ hidden, disposable game instance that never touches the editor:
174
+
175
+ ```
176
+ summer_batch(ops=[{"op": "RunVerification", "max_seconds": 30, "probe_source": "<the probe file, unchanged>"}])
177
+ ```
178
+
179
+ The probe samples the live Skeleton3D after
180
+ the player reaches the floor, requires the real resting clip to be named `Idle`,
181
+ verifies that its pose actually changes, rejects an idle whose hands remain level
182
+ with the upper arms like a bind T/A-pose, saves separate idle and moving frames,
183
+ verifies W moves toward world `-Z`, and verifies vertical mouse input leaves
184
+ camera pitch unchanged. Every boolean in `results` must be `true`; open the saved
185
+ idle and moving frames listed in `frames` before you describe them. A `false` is
186
+ a finding to fix, not a flaky probe.
187
+
188
+ **If the probe cannot run** (the op returns `ok: false` with a `failure_reason`
189
+ such as `spawn_failed`, or the engine build lacks the op), the runtime question
190
+ belongs to the user. Do not paste the probe into the project. Finish on the
191
+ saved state: the manifest path written into the
192
+ Player node, the four semantic roles present, CameraYaw at identity and
193
+ CameraPitch at its fixed angle in the `.tscn` text, the InputMap actions bound,
194
+ and clean diagnostics. Then tell the user which idle clip should be playing at
195
+ rest, so it is the first thing they look at on Play. That is a complete
196
+ integration handed off for a playtest, not an incomplete one.
197
+
198
+ ## Order of operations
199
+
200
+ 1. Root node must be `CharacterBody2D` or `CharacterBody3D`. `move_and_slide()`
201
+ only exists on these. RigidBody is for physics props, not players.
202
+ 2. Give it a `CollisionShape2D/3D` with a real shape (CapsuleShape for 3D humans,
203
+ RectangleShape/CapsuleShape2D for 2D). No shape = falls through everything.
204
+ 3. Read gravity from project settings, never hardcode it, so tuning one value
205
+ fixes the whole game: `ProjectSettings.get_setting("physics/2d/default_gravity")`.
206
+ 4. Bind input actions BEFORE the script references them (`move_left`, `jump`, ...).
207
+ Referencing an unbound action is a silent no-op that reads as "controls dead".
208
+ 5. Compile-check, then run and watch it move. Feel is a user call, not a still frame.
209
+
210
+ ## 2D side-scroller controller (the 40% every 2D game shares)
211
+
212
+ ```gdscript
213
+ extends CharacterBody2D
214
+
215
+ @export var speed: float = 200.0
216
+ @export var jump_velocity: float = -350.0 # negative = up in 2D
217
+
218
+ var gravity: float = ProjectSettings.get_setting("physics/2d/default_gravity")
219
+
220
+ func _physics_process(delta: float) -> void:
221
+ if not is_on_floor():
222
+ velocity.y += gravity * delta
223
+ if Input.is_action_just_pressed("jump") and is_on_floor():
224
+ velocity.y = jump_velocity
225
+ var dir := Input.get_axis("move_left", "move_right")
226
+ velocity.x = dir * speed if dir else move_toward(velocity.x, 0.0, speed)
227
+ move_and_slide()
228
+ ```
229
+
230
+ Flip the sprite with `$Sprite2D.flip_h = velocity.x < 0` only when `velocity.x != 0`.
231
+ For real platformer feel (coyote time, jump buffer, variable height) load
232
+ `references/platformer-feel.md`.
233
+
234
+ ## Top-down controller (RPG / twin-stick / survivors)
235
+
236
+ No gravity. 8-directional, normalize so diagonals are not faster.
237
+
238
+ ```gdscript
239
+ extends CharacterBody2D
240
+
241
+ @export var speed: float = 220.0
242
+
243
+ func _physics_process(_delta: float) -> void:
244
+ var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
245
+ velocity = dir * speed
246
+ move_and_slide()
247
+ ```
248
+
249
+ Survivors-style games with 200+ agents: enemies are `Area2D` moved with
250
+ `position += dir * speed * delta`, NOT physics bodies. See the `make-game`
251
+ skill's `../make-game/references/2d-survivors.md`. The PLAYER stays a CharacterBody2D.
252
+
253
+ ## 3D controller (first + third person)
254
+
255
+ Both share the same body + gravity + `Input.get_vector` floor logic. The only
256
+ difference is where the camera lives and how look rotation is applied. Full
257
+ first-person and third-person controllers, mouse look, sprint, crouch, and
258
+ spring-arm setup are in `references/movement-3d.md` - load it for any 3D player.
259
+
260
+ Minimal 3D walk (no look yet):
261
+
262
+ ```gdscript
263
+ extends CharacterBody3D
264
+
265
+ @export var speed: float = 5.0
266
+ @export var jump_velocity: float = 4.5
267
+ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
268
+
269
+ func _physics_process(delta: float) -> void:
270
+ if not is_on_floor():
271
+ velocity.y -= gravity * delta
272
+ if Input.is_action_just_pressed("jump") and is_on_floor():
273
+ velocity.y = jump_velocity
274
+ var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
275
+ var direction := (transform.basis * Vector3(input_dir.x, 0.0, input_dir.y)).normalized()
276
+ if direction:
277
+ velocity.x = direction.x * speed
278
+ velocity.z = direction.z * speed
279
+ else:
280
+ velocity.x = move_toward(velocity.x, 0.0, speed)
281
+ velocity.z = move_toward(velocity.z, 0.0, speed)
282
+ move_and_slide()
283
+ ```
284
+
285
+ ## Summer humanoid package
286
+
287
+ When the player visual is a Summer character package:
288
+
289
+ 1. Produce or import the package first — it comes from the shared character
290
+ pipeline (`character-model`; `summer_generate_3d` with rigging and animations)
291
+ and carries `character.tscn` plus its `character.json` manifest. Instantiate
292
+ `character.tscn`; for clip wiring without this controller see
293
+ `character-animation-wiring`.
294
+ 2. Put the normalized wrapper under a `CharacterBody3D`; do not modify the package or
295
+ scale the body.
296
+ 3. Let controller velocity and `move_and_slide()` own all scene translation. Idle, Walk,
297
+ Run, and Jump are in-place visual clips; never add their root motion to velocity.
298
+ 4. Resolve the four clips from `character.json` semantic roles instead of guessing names.
299
+ Require every requested role; never substitute one role for another.
300
+ 5. Select one state from physics: airborne -> Jump, stopped -> Idle, moving -> Walk,
301
+ sprinting -> Run. Airborne Jump has highest priority and never falls back to Walk/Run.
302
+ Change clips only when the state changes, so Jump plays once per takeoff.
303
+ 6. Rotate the visual child toward non-zero movement while preserving the normalized
304
+ `-Z` forward axis. Turn only visual yaw; do not rotate the collision body merely to
305
+ turn the mesh. Keep the third-person camera behind the visual on local `+Z`.
306
+
307
+ Do not put player controls into the generation pipeline or generic character importer.
308
+
309
+ ## Camera-follow basics
310
+
311
+ - 2D: add a `Camera2D` as a CHILD of the player (it is active while `enabled`,
312
+ the default), `position_smoothing_enabled = true`, speed 5-8. Add
313
+ `limit_left/right/top/bottom` so it never shows past the level edge. Full rigs
314
+ in the `camera-rigs` skill.
315
+ - 3D first-person: camera is a child of a `Head` node; yaw rotates the body,
316
+ pitch rotates the Head (never the body) to avoid gimbal lock.
317
+ - 3D third-person: camera on a `SpringArm3D` so walls push it in. See `camera-rigs`.
318
+
319
+ ## Traps
320
+
321
+ - Scaling the CharacterBody node breaks collision + velocity. Scale the MESH/Sprite
322
+ child instead. In 3D, 1 unit = 1 meter; a human is ~1.0-2.0 tall.
323
+ - `is_on_floor()` is only valid AFTER `move_and_slide()` ran once this frame.
324
+ - Diagonal speed-up = you forgot to normalize the input vector.
325
+ - Mouse captured with no release traps the user. Always pair
326
+ `Input.MOUSE_MODE_CAPTURED` with a `ui_cancel` handler that sets it VISIBLE.
@@ -0,0 +1,201 @@
1
+ class_name SummerThirdPersonController
2
+ extends CharacterBody3D
3
+
4
+ ## Canonical controller for a playable Summer humanoid character package.
5
+ ## Copy this file unchanged first. Customize the copy only when the user asks.
6
+
7
+ const REQUIRED_ROLES: Array[StringName] = [&"idle", &"walk", &"run", &"jump"]
8
+ const REQUIRED_ACTIONS: Array[StringName] = [
9
+ &"move_left",
10
+ &"move_right",
11
+ &"move_forward",
12
+ &"move_back",
13
+ &"jump",
14
+ &"sprint",
15
+ &"ui_cancel",
16
+ ]
17
+
18
+ @export_file("*.json") var character_manifest_path: String
19
+
20
+ @export_category("Movement")
21
+ @export var walk_speed: float = 4.0
22
+ @export var run_speed: float = 7.0
23
+ @export var acceleration: float = 24.0
24
+ @export var jump_velocity: float = 5.5
25
+ @export var turn_speed: float = 12.0
26
+ @export var floor_snap_distance: float = 0.3
27
+ @export var floor_stick_velocity: float = 0.5
28
+
29
+ @export_category("Camera")
30
+ @export var mouse_sensitivity: float = 0.002
31
+ @export var camera_height: float = 1.5
32
+ @export var camera_distance: float = 4.5
33
+ @export_flags_3d_physics var camera_collision_mask: int = 1
34
+ @export var camera_pitch_degrees: float = -20.0
35
+
36
+ @export_category("Respawn")
37
+ @export var respawn_below_y: float = -15.0
38
+
39
+ @export_category("Required Nodes")
40
+ @export_node_path("Node3D") var visual_root_path: NodePath = ^"CharacterRotationRoot"
41
+ @export_node_path("Node3D") var camera_yaw_path: NodePath = ^"CameraYaw"
42
+ @export_node_path("Node3D") var camera_pitch_path: NodePath = ^"CameraYaw/CameraPitch"
43
+ @export_node_path("SpringArm3D") var spring_arm_path: NodePath = ^"CameraYaw/CameraPitch/SpringArm3D"
44
+ @export_node_path("AnimationPlayer") var animation_player_path: NodePath = ^"CharacterRotationRoot/Character/Visual/AnimationPlayer"
45
+
46
+ @onready var _visual_root: Node3D = get_node(visual_root_path) as Node3D
47
+ @onready var _camera_yaw: Node3D = get_node(camera_yaw_path) as Node3D
48
+ @onready var _camera_pitch: Node3D = get_node(camera_pitch_path) as Node3D
49
+ @onready var _spring_arm: SpringArm3D = get_node(spring_arm_path) as SpringArm3D
50
+ @onready var _animation_player: AnimationPlayer = get_node(animation_player_path) as AnimationPlayer
51
+
52
+ var _gravity: float = 0.0
53
+ var _spawn_position: Vector3
54
+ var _clips_by_role: Dictionary = {}
55
+ var _active_role: StringName = &""
56
+
57
+
58
+ func _ready() -> void:
59
+ _validate_scene_contract()
60
+ _gravity = float(ProjectSettings.get_setting("physics/3d/default_gravity"))
61
+ _spawn_position = global_position
62
+ floor_snap_length = floor_snap_distance
63
+ _camera_yaw.position.y = camera_height
64
+ _camera_pitch.rotation = Vector3(deg_to_rad(camera_pitch_degrees), 0.0, 0.0)
65
+ _spring_arm.spring_length = camera_distance
66
+ _spring_arm.collision_mask = camera_collision_mask
67
+ _spring_arm.add_excluded_object(get_rid())
68
+ _configure_character_animation()
69
+ _play_role(&"idle")
70
+ Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
71
+
72
+
73
+ func _unhandled_input(event: InputEvent) -> void:
74
+ if event.is_action_pressed(&"ui_cancel"):
75
+ Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
76
+ return
77
+ if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
78
+ Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
79
+ if Input.mouse_mode != Input.MOUSE_MODE_CAPTURED:
80
+ return
81
+ if event is InputEventMouseMotion:
82
+ _camera_yaw.rotate_y(-event.screen_relative.x * mouse_sensitivity)
83
+
84
+
85
+ func _physics_process(delta: float) -> void:
86
+ var was_on_floor := is_on_floor()
87
+ if was_on_floor:
88
+ # A small downward velocity keeps the body snapped to flat and gently
89
+ # descending floors instead of producing a one-frame false airborne state.
90
+ velocity.y = -floor_stick_velocity
91
+ else:
92
+ velocity.y -= _gravity * delta
93
+ if Input.is_action_just_pressed(&"jump") and was_on_floor:
94
+ velocity.y = jump_velocity
95
+
96
+ var input_vector: Vector2 = Input.get_vector(
97
+ &"move_left",
98
+ &"move_right",
99
+ &"move_forward",
100
+ &"move_back"
101
+ )
102
+ var camera_forward: Vector3 = -_camera_yaw.global_transform.basis.z
103
+ var camera_right: Vector3 = _camera_yaw.global_transform.basis.x
104
+ camera_forward.y = 0.0
105
+ camera_right.y = 0.0
106
+ camera_forward = camera_forward.normalized()
107
+ camera_right = camera_right.normalized()
108
+ var movement_direction: Vector3 = (
109
+ camera_right * input_vector.x + camera_forward * -input_vector.y
110
+ )
111
+ if movement_direction.length_squared() > 1.0:
112
+ movement_direction = movement_direction.normalized()
113
+
114
+ var is_sprinting: bool = Input.is_action_pressed(&"sprint")
115
+ var target_speed: float = run_speed if is_sprinting else walk_speed
116
+ var target_velocity: Vector3 = movement_direction * target_speed
117
+ velocity.x = move_toward(velocity.x, target_velocity.x, acceleration * delta)
118
+ velocity.z = move_toward(velocity.z, target_velocity.z, acceleration * delta)
119
+
120
+ move_and_slide()
121
+ _turn_visual_toward(movement_direction, delta)
122
+ _update_animation_state(is_sprinting)
123
+ if global_position.y < respawn_below_y:
124
+ global_position = _spawn_position
125
+ velocity = Vector3.ZERO
126
+ _play_role(&"idle")
127
+
128
+
129
+ func _validate_scene_contract() -> void:
130
+ assert(_visual_root != null, "Missing CharacterRotationRoot")
131
+ assert(_camera_yaw != null, "Missing CameraYaw")
132
+ assert(_camera_pitch != null, "Missing CameraPitch")
133
+ assert(_spring_arm != null, "Missing SpringArm3D")
134
+ assert(_animation_player != null, "Missing character AnimationPlayer")
135
+ assert(character_manifest_path != "", "Set character_manifest_path")
136
+ for action in REQUIRED_ACTIONS:
137
+ assert(InputMap.has_action(action), "Missing input action: %s" % action)
138
+
139
+
140
+ func _configure_character_animation() -> void:
141
+ var file := FileAccess.open(character_manifest_path, FileAccess.READ)
142
+ assert(file != null, "Missing character manifest: %s" % character_manifest_path)
143
+ var manifest = JSON.parse_string(file.get_as_text())
144
+ assert(manifest is Dictionary, "Invalid character manifest JSON")
145
+ assert(manifest.get("status") == "ready", "Character package is not ready")
146
+ assert(
147
+ manifest.get("normalization", {}).get("forwardAxis") == "-Z",
148
+ "Character package forward axis must be -Z"
149
+ )
150
+
151
+ for entry in manifest.get("animations", []):
152
+ if not entry is Dictionary:
153
+ continue
154
+ var role := StringName(String(entry.get("semanticRole", "")).to_lower())
155
+ if role not in REQUIRED_ROLES:
156
+ continue
157
+ var clip := StringName(String(entry.get("name", "")))
158
+ assert(clip != &"", "Requested character role has no clip: %s" % role)
159
+ assert(not _clips_by_role.has(role), "Ambiguous character role: %s" % role)
160
+ assert(_animation_player.has_animation(clip), "Manifest clip is not playable: %s" % clip)
161
+ _clips_by_role[role] = clip
162
+
163
+ for role in REQUIRED_ROLES:
164
+ assert(_clips_by_role.has(role), "Missing requested character role: %s" % role)
165
+ for role in [&"idle", &"walk", &"run"]:
166
+ _animation_player.get_animation(_clips_by_role[role]).loop_mode = Animation.LOOP_LINEAR
167
+ _animation_player.get_animation(_clips_by_role[&"jump"]).loop_mode = Animation.LOOP_NONE
168
+
169
+
170
+ func _update_animation_state(is_sprinting: bool) -> void:
171
+ var horizontal_speed := Vector2(velocity.x, velocity.z).length()
172
+ var next_role: StringName
173
+ if not is_on_floor():
174
+ next_role = &"jump"
175
+ elif horizontal_speed <= 0.05:
176
+ next_role = &"idle"
177
+ elif is_sprinting:
178
+ next_role = &"run"
179
+ else:
180
+ next_role = &"walk"
181
+ _play_role(next_role)
182
+
183
+
184
+ func _play_role(role: StringName) -> void:
185
+ assert(_clips_by_role.has(role), "Missing requested character role: %s" % role)
186
+ if role == _active_role:
187
+ return
188
+ _animation_player.play(_clips_by_role[role])
189
+ # Apply the first keyed pose immediately. This prevents a visible bind-pose
190
+ # frame while the AnimationPlayer waits for its next process tick.
191
+ _animation_player.advance(0.0)
192
+ _active_role = role
193
+
194
+
195
+ func _turn_visual_toward(direction: Vector3, delta: float) -> void:
196
+ if direction.length_squared() <= 0.0001:
197
+ return
198
+ var local_direction: Vector3 = global_transform.basis.inverse() * direction
199
+ var target_yaw := atan2(-local_direction.x, -local_direction.z)
200
+ var weight := 1.0 - exp(-turn_speed * delta)
201
+ _visual_root.rotation.y = lerp_angle(_visual_root.rotation.y, target_yaw, weight)
@@ -0,0 +1,154 @@
1
+ extends SummerProbeBase
2
+
3
+ ## Runtime proof for the canonical playable humanoid controller.
4
+ ## Pass this source unchanged as the probe_source of a RunVerification op:
5
+ ## summer_batch(ops=[{"op": "RunVerification", "max_seconds": 30, "probe_source": <this file>}])
6
+ ##
7
+ ## If RunVerification cannot run, this file is not part of your job: finish on
8
+ ## the saved state and hand the playtest to the user. Do not paste this into a
9
+ ## script, a scene, or the project.
10
+ ## Saved frames come back in the result's `frames`; every reported boolean must
11
+ ## be true.
12
+
13
+
14
+ func _find_first(node: Node, type_name: StringName) -> Node:
15
+ if node.is_class(type_name):
16
+ return node
17
+ for child in node.get_children():
18
+ var found := _find_first(child, type_name)
19
+ if found != null:
20
+ return found
21
+ return null
22
+
23
+
24
+ func _pose_delta(before: Transform3D, after: Transform3D) -> float:
25
+ var translation_delta := before.origin.distance_to(after.origin)
26
+ var rotation_delta := before.basis.get_rotation_quaternion().angle_to(
27
+ after.basis.get_rotation_quaternion()
28
+ )
29
+ return maxf(translation_delta, rotation_delta)
30
+
31
+
32
+ func _arm_down_ratio(
33
+ skeleton: Skeleton3D,
34
+ upper_arm_name: StringName,
35
+ hand_name: StringName
36
+ ) -> float:
37
+ var upper_arm_index := skeleton.find_bone(upper_arm_name)
38
+ var hand_index := skeleton.find_bone(hand_name)
39
+ if upper_arm_index < 0 or hand_index < 0:
40
+ return -1.0
41
+ var upper_arm_position := skeleton.get_bone_global_pose(upper_arm_index).origin
42
+ var hand_position := skeleton.get_bone_global_pose(hand_index).origin
43
+ var arm_vector := hand_position - upper_arm_position
44
+ if arm_vector.length_squared() <= 0.000001:
45
+ return -1.0
46
+ return (upper_arm_position.y - hand_position.y) / arm_vector.length()
47
+
48
+
49
+ func _ready() -> void:
50
+ await super._ready()
51
+ await settle(20)
52
+
53
+ var scene := get_tree().current_scene
54
+ var player := _find_first(scene, &"CharacterBody3D") as CharacterBody3D
55
+ report("player_exists", player != null)
56
+ if player == null:
57
+ finish()
58
+ return
59
+
60
+ # Fresh scenes commonly spawn the capsule above the platform. Sampling after
61
+ # a fixed 20 frames can catch the initial Jump clip and falsely call it idle.
62
+ # Wait a bounded amount for real floor contact, then give the controller one
63
+ # short state transition window before measuring the resting animation.
64
+ for frame_index in 120:
65
+ if player.is_on_floor():
66
+ break
67
+ await settle(1)
68
+ report("idle_grounded", player.is_on_floor())
69
+ await settle(12)
70
+
71
+ var animation_player := _find_first(player, &"AnimationPlayer") as AnimationPlayer
72
+ var skeleton := _find_first(player, &"Skeleton3D") as Skeleton3D
73
+ report("animation_player_exists", animation_player != null)
74
+ report("skeleton_exists", skeleton != null)
75
+ if animation_player == null or skeleton == null:
76
+ finish()
77
+ return
78
+
79
+ var idle_animation := String(animation_player.current_animation)
80
+ report("idle_animation", idle_animation)
81
+ report(
82
+ "idle_named",
83
+ idle_animation == "Idle" or idle_animation.ends_with("/Idle")
84
+ )
85
+ report("idle_playing", animation_player.is_playing())
86
+
87
+ var before: Array[Transform3D] = []
88
+ for bone_index in skeleton.get_bone_count():
89
+ before.append(skeleton.get_bone_global_pose(bone_index))
90
+ await settle(24)
91
+ var maximum_pose_delta := 0.0
92
+ for bone_index in skeleton.get_bone_count():
93
+ maximum_pose_delta = maxf(
94
+ maximum_pose_delta,
95
+ _pose_delta(
96
+ before[bone_index],
97
+ skeleton.get_bone_global_pose(bone_index)
98
+ )
99
+ )
100
+ report("idle_pose_delta", maximum_pose_delta)
101
+ report("idle_moves_skeleton", maximum_pose_delta > 0.0001)
102
+
103
+ var left_arm_down_ratio := _arm_down_ratio(
104
+ skeleton,
105
+ &"LeftArm",
106
+ &"LeftHand"
107
+ )
108
+ var right_arm_down_ratio := _arm_down_ratio(
109
+ skeleton,
110
+ &"RightArm",
111
+ &"RightHand"
112
+ )
113
+ var idle_arm_bones_exist := (
114
+ left_arm_down_ratio >= 0.0 and right_arm_down_ratio >= 0.0
115
+ )
116
+ var idle_arms_relaxed := (
117
+ idle_arm_bones_exist
118
+ and minf(left_arm_down_ratio, right_arm_down_ratio) > 0.2
119
+ and (left_arm_down_ratio + right_arm_down_ratio) * 0.5 > 0.55
120
+ )
121
+ report("idle_arm_bones_exist", idle_arm_bones_exist)
122
+ report("idle_left_arm_down_ratio", left_arm_down_ratio)
123
+ report("idle_right_arm_down_ratio", right_arm_down_ratio)
124
+ report("idle_arms_relaxed", idle_arms_relaxed)
125
+ await save_frame("canonical-third-person-idle")
126
+
127
+ var camera_pitch := player.get_node_or_null("CameraYaw/CameraPitch") as Node3D
128
+ report("camera_pitch_exists", camera_pitch != null)
129
+ if camera_pitch != null:
130
+ var pitch_before := camera_pitch.rotation
131
+ var vertical_mouse := InputEventMouseMotion.new()
132
+ vertical_mouse.relative = Vector2(0.0, 160.0)
133
+ player._unhandled_input(vertical_mouse)
134
+ report(
135
+ "vertical_mouse_keeps_fixed_pitch",
136
+ camera_pitch.rotation.is_equal_approx(pitch_before)
137
+ )
138
+
139
+ var start_position := player.global_position
140
+ Input.action_press(&"move_forward")
141
+ await settle(24)
142
+ var moving_animation := animation_player.current_animation
143
+ var moving_position := player.global_position
144
+ Input.action_release(&"move_forward")
145
+ report("forward_progress", start_position.z - moving_position.z)
146
+ report("forward_moves_toward_minus_z", moving_position.z < start_position.z)
147
+ report("locomotion_animation", moving_animation)
148
+ report(
149
+ "locomotion_animation_active",
150
+ moving_animation == "Walk" or moving_animation == "Run"
151
+ )
152
+
153
+ await save_frame("canonical-third-person-moving")
154
+ finish()