summer-engine 3.1.0 → 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 (366) 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 +102 -0
  8. package/README.md +18 -3
  9. package/assets/audit/scene_audit.gd +4136 -0
  10. package/assets/seeing/seeing_probe.gd +1873 -0
  11. package/dist/cli/commands/skills.js +20 -2
  12. package/dist/core/api-client.d.ts +9 -1
  13. package/dist/core/api-client.js +21 -4
  14. package/dist/core/capabilities/agent-playbook.js +46 -0
  15. package/dist/core/capabilities/audit/accept.d.ts +55 -0
  16. package/dist/core/capabilities/audit/accept.js +147 -0
  17. package/dist/core/capabilities/audit/args.d.ts +95 -0
  18. package/dist/core/capabilities/audit/args.js +89 -0
  19. package/dist/core/capabilities/audit/audit.d.ts +56 -0
  20. package/dist/core/capabilities/audit/audit.js +287 -0
  21. package/dist/core/capabilities/audit/frame.d.ts +14 -0
  22. package/dist/core/capabilities/audit/frame.js +35 -0
  23. package/dist/core/capabilities/audit/gaps.d.ts +96 -0
  24. package/dist/core/capabilities/audit/gaps.js +257 -0
  25. package/dist/core/capabilities/audit/judge.d.ts +162 -0
  26. package/dist/core/capabilities/audit/judge.js +1134 -0
  27. package/dist/core/capabilities/audit/math.d.ts +110 -0
  28. package/dist/core/capabilities/audit/math.js +263 -0
  29. package/dist/core/capabilities/audit/summary.d.ts +74 -0
  30. package/dist/core/capabilities/audit/summary.js +212 -0
  31. package/dist/core/capabilities/board.d.ts +31 -0
  32. package/dist/core/capabilities/board.js +43 -0
  33. package/dist/core/capabilities/camera-view.d.ts +4 -2
  34. package/dist/core/capabilities/camera-view.js +6 -3
  35. package/dist/core/capabilities/connect-signal.d.ts +85 -0
  36. package/dist/core/capabilities/connect-signal.js +285 -0
  37. package/dist/core/capabilities/engine-fallbacks.d.ts +5 -0
  38. package/dist/core/capabilities/engine-fallbacks.js +5 -0
  39. package/dist/core/capabilities/engine-ops.d.ts +5 -1
  40. package/dist/core/capabilities/engine-ops.js +0 -3
  41. package/dist/core/capabilities/engine-receipt.d.ts +12 -0
  42. package/dist/core/capabilities/engine-receipt.js +26 -0
  43. package/dist/core/capabilities/file-read.d.ts +64 -0
  44. package/dist/core/capabilities/file-read.js +325 -0
  45. package/dist/core/capabilities/game-task-plan.js +4 -2
  46. package/dist/core/capabilities/grep.d.ts +60 -0
  47. package/dist/core/capabilities/grep.js +190 -0
  48. package/dist/core/capabilities/inspect-node.d.ts +56 -0
  49. package/dist/core/capabilities/inspect-node.js +225 -0
  50. package/dist/core/capabilities/inspect-resource.d.ts +61 -0
  51. package/dist/core/capabilities/inspect-resource.js +376 -0
  52. package/dist/core/capabilities/math3d.d.ts +28 -0
  53. package/dist/core/capabilities/math3d.js +88 -0
  54. package/dist/core/capabilities/motion-generation.d.ts +62 -0
  55. package/dist/core/capabilities/motion-generation.js +138 -0
  56. package/dist/core/capabilities/placement-batch.d.ts +102 -0
  57. package/dist/core/capabilities/placement-batch.js +483 -0
  58. package/dist/core/capabilities/placement-math.d.ts +70 -0
  59. package/dist/core/capabilities/placement-math.js +209 -0
  60. package/dist/core/capabilities/placement-script.d.ts +42 -0
  61. package/dist/core/capabilities/placement-script.js +1096 -0
  62. package/dist/core/capabilities/placement.d.ts +485 -0
  63. package/dist/core/capabilities/placement.js +1731 -0
  64. package/dist/core/capabilities/project-context.d.ts +33 -2
  65. package/dist/core/capabilities/project-context.js +87 -4
  66. package/dist/core/capabilities/replace-node.d.ts +91 -0
  67. package/dist/core/capabilities/replace-node.js +423 -0
  68. package/dist/core/capabilities/runtime-control.d.ts +18 -2
  69. package/dist/core/capabilities/runtime-control.js +67 -2
  70. package/dist/core/capabilities/scene-batch.d.ts +63 -0
  71. package/dist/core/capabilities/scene-batch.js +394 -0
  72. package/dist/core/capabilities/scene-readback.d.ts +36 -0
  73. package/dist/core/capabilities/scene-readback.js +54 -0
  74. package/dist/core/capabilities/seeing/args.d.ts +348 -0
  75. package/dist/core/capabilities/seeing/args.js +178 -0
  76. package/dist/core/capabilities/seeing/candidates.d.ts +127 -0
  77. package/dist/core/capabilities/seeing/candidates.js +282 -0
  78. package/dist/core/capabilities/seeing/math.d.ts +134 -0
  79. package/dist/core/capabilities/seeing/math.js +269 -0
  80. package/dist/core/capabilities/seeing/probe.d.ts +62 -0
  81. package/dist/core/capabilities/seeing/probe.js +188 -0
  82. package/dist/core/capabilities/seeing/scoring.d.ts +235 -0
  83. package/dist/core/capabilities/seeing/scoring.js +639 -0
  84. package/dist/core/capabilities/seeing/seeing.d.ts +233 -0
  85. package/dist/core/capabilities/seeing/seeing.js +1341 -0
  86. package/dist/core/capabilities/seeing/shot-store.d.ts +52 -0
  87. package/dist/core/capabilities/seeing/shot-store.js +204 -0
  88. package/dist/core/capabilities/surface-snap-mesh.d.ts +88 -0
  89. package/dist/core/capabilities/surface-snap-mesh.js +425 -0
  90. package/dist/core/capabilities/surface-snap.d.ts +77 -0
  91. package/dist/core/capabilities/surface-snap.js +461 -0
  92. package/dist/core/capabilities/tool-dispatch.js +231 -72
  93. package/dist/core/capabilities/tscn.d.ts +85 -0
  94. package/dist/core/capabilities/tscn.js +391 -0
  95. package/dist/core/capabilities/world-snapshot.d.ts +58 -0
  96. package/dist/core/capabilities/world-snapshot.js +150 -0
  97. package/dist/core/capability-skew.d.ts +5 -5
  98. package/dist/core/capability-skew.js +14 -6
  99. package/dist/core/headless/worker-engine-client.d.ts +1 -1
  100. package/dist/core/headless/worker-engine-client.js +2 -2
  101. package/dist/core/library-read.d.ts +37 -5
  102. package/dist/core/library-read.js +264 -33
  103. package/dist/core/library-search.d.ts +2 -2
  104. package/dist/installer/agent-config.js +5 -3
  105. package/dist/installer/agent-table.d.ts +16 -0
  106. package/dist/installer/agent-table.js +52 -17
  107. package/dist/mcp/server.js +9 -3
  108. package/dist/mcp/tools/asset-tools.js +21 -3
  109. package/dist/mcp/tools/audit-tools.d.ts +23 -0
  110. package/dist/mcp/tools/audit-tools.js +60 -0
  111. package/dist/mcp/tools/debug-tools.js +3 -1
  112. package/dist/mcp/tools/file-tools.js +17 -4
  113. package/dist/mcp/tools/generate-tools.js +74 -66
  114. package/dist/mcp/tools/library-tools.js +2 -0
  115. package/dist/mcp/tools/perception-tools.js +6 -19
  116. package/dist/mcp/tools/placement-tools.d.ts +24 -0
  117. package/dist/mcp/tools/placement-tools.js +91 -0
  118. package/dist/mcp/tools/project-tools.js +18 -15
  119. package/dist/mcp/tools/scene-tools.js +71 -83
  120. package/dist/mcp/tools/seeing-tools.d.ts +24 -0
  121. package/dist/mcp/tools/seeing-tools.js +64 -0
  122. package/dist/mcp/tools/spatial-tools.js +17 -9
  123. package/dist/mcp/tools/visual-tools.js +59 -7
  124. package/gemini-extension.json +26 -4
  125. package/integrations/amp/README.md +1 -1
  126. package/integrations/crush/README.md +1 -1
  127. package/integrations/grok-build/README.md +1 -1
  128. package/integrations/hermes/README.md +1 -1
  129. package/integrations/kimi-code/README.md +1 -1
  130. package/integrations/mistral-vibe/README.md +1 -1
  131. package/integrations/opencode/README.md +1 -1
  132. package/integrations/rovo-dev/README.md +1 -1
  133. package/integrations/vscode-copilot/README.md +1 -1
  134. package/integrations/warp/README.md +1 -1
  135. package/integrations/windsurf/README.md +1 -1
  136. package/library/references/mcp-tools-reference/mcp-tools-reference.md +59 -15
  137. package/library/references/mcp-tools-reference/resource.yaml +1 -1
  138. package/library/references/summer-folder/resource.yaml +1 -1
  139. package/library/references/summer-folder/summer-folder.md +1 -1
  140. package/library/skills/3d-lighting/SKILL.md +1 -1
  141. package/library/skills/README.md +36 -14
  142. package/library/skills/adaptive-music/SKILL.md +1 -1
  143. package/library/skills/agent-playtesting/SKILL.md +1 -1
  144. package/library/skills/ai-characters-in-games/SKILL.md +220 -0
  145. package/library/skills/ai-characters-in-games/resource.yaml +30 -0
  146. package/library/skills/ambient-bed/SKILL.md +1 -1
  147. package/library/skills/animated-loop/SKILL.md +1 -1
  148. package/library/skills/animation-tree/SKILL.md +1 -1
  149. package/library/skills/art-direction/SKILL.md +1 -1
  150. package/library/skills/asset-strategy/SKILL.md +2 -1
  151. package/library/skills/asset-strategy/resource.yaml +2 -1
  152. package/library/skills/audio-direction/SKILL.md +1 -1
  153. package/library/skills/auto-fire-targeting/SKILL.md +1 -1
  154. package/library/skills/brainstorm-game/SKILL.md +1 -1
  155. package/library/skills/brainstorming/SKILL.md +1 -1
  156. package/library/skills/browse-templates/SKILL.md +3 -3
  157. package/library/skills/browse-templates/resource.yaml +1 -1
  158. package/library/skills/camera-rigs/SKILL.md +128 -0
  159. package/library/skills/camera-rigs/resource.yaml +29 -0
  160. package/library/skills/celeste-momentum-platforming/SKILL.md +1 -1
  161. package/library/skills/character-animation-wiring/SKILL.md +1 -1
  162. package/library/skills/character-model/SKILL.md +1 -1
  163. package/library/skills/character-movement/SKILL.md +326 -0
  164. package/library/skills/character-movement/references/default-third-person-controller.gd +201 -0
  165. package/library/skills/character-movement/references/default-third-person-verification-probe.gd +154 -0
  166. package/library/skills/character-movement/references/movement-3d.md +136 -0
  167. package/library/skills/character-movement/references/platformer-feel.md +83 -0
  168. package/library/skills/character-movement/resource.yaml +40 -0
  169. package/library/skills/character-portrait/SKILL.md +1 -1
  170. package/library/skills/cinematic-cutscene/SKILL.md +1 -1
  171. package/library/skills/combat-basics/SKILL.md +159 -0
  172. package/library/skills/combat-basics/references/projectiles-and-aoe.md +100 -0
  173. package/library/skills/combat-basics/resource.yaml +34 -0
  174. package/library/skills/concept-art/SKILL.md +1 -1
  175. package/library/skills/create-asset-sheet/SKILL.md +1 -1
  176. package/library/skills/debug/SKILL.md +1 -1
  177. package/library/skills/debugging-game-feel/SKILL.md +1 -1
  178. package/library/skills/design-level/SKILL.md +1 -1
  179. package/library/skills/design-mechanic/SKILL.md +1 -1
  180. package/library/skills/design-npc/SKILL.md +1 -1
  181. package/library/skills/diagnosing-perf-regressions/SKILL.md +1 -1
  182. package/library/skills/dispatching-parallel-agents/SKILL.md +1 -1
  183. package/library/skills/driving-the-editor-ui/SKILL.md +1 -1
  184. package/library/skills/environment-kit/SKILL.md +1 -1
  185. package/library/skills/export-and-ship/SKILL.md +1 -1
  186. package/library/skills/fabricating-assets/SKILL.md +1 -1
  187. package/library/skills/facial-and-lipsync/SKILL.md +1 -1
  188. package/library/skills/fps-controller/SKILL.md +9 -7
  189. package/library/skills/fps-controller/resource.yaml +4 -1
  190. package/library/skills/game-feel/SKILL.md +1 -1
  191. package/library/skills/gameskill/SKILL.md +1 -1
  192. package/library/skills/gdscript-patterns/SKILL.md +1 -1
  193. package/library/skills/generate-motion/SKILL.md +9 -9
  194. package/library/skills/generate-motion/resource.yaml +2 -1
  195. package/library/skills/godogen-visual-proof-game-generation/SKILL.md +1 -1
  196. package/library/skills/headless-scripting/SKILL.md +1 -1
  197. package/library/skills/in-game-purchases/SKILL.md +254 -0
  198. package/library/skills/in-game-purchases/resource.yaml +29 -0
  199. package/library/skills/instantiate-asset-pack/SKILL.md +1 -1
  200. package/library/skills/investigating-bugs/SKILL.md +1 -1
  201. package/library/skills/lumera-single-image-scene-reconstruction/SKILL.md +1 -1
  202. package/library/skills/make-game/SKILL.md +25 -3
  203. package/library/skills/make-game/references/2d-platformer-polish.md +93 -0
  204. package/library/skills/make-game/references/2d-platformer.md +117 -0
  205. package/library/skills/make-game/references/2d-rpg-content.md +234 -0
  206. package/library/skills/make-game/references/2d-rpg.md +241 -0
  207. package/library/skills/make-game/references/2d-survivors-progression.md +201 -0
  208. package/library/skills/make-game/references/2d-survivors.md +237 -0
  209. package/library/skills/make-game/references/3d-fps-systems.md +216 -0
  210. package/library/skills/make-game/references/3d-fps.md +177 -0
  211. package/library/skills/make-game/references/3d-horror-systems.md +186 -0
  212. package/library/skills/make-game/references/3d-horror.md +201 -0
  213. package/library/skills/make-game/references/3d-third-person-systems.md +220 -0
  214. package/library/skills/make-game/references/3d-third-person.md +215 -0
  215. package/library/skills/make-game/resource.yaml +6 -1
  216. package/library/skills/multiplayer/SKILL.md +150 -0
  217. package/library/skills/multiplayer/resource.yaml +33 -0
  218. package/library/skills/multiplayer-movement/SKILL.md +510 -0
  219. package/library/skills/multiplayer-movement/files.md +501 -0
  220. package/library/skills/multiplayer-movement/resource.yaml +30 -0
  221. package/library/skills/multiplayer-project/SKILL.md +521 -0
  222. package/library/skills/multiplayer-project/files.md +448 -0
  223. package/library/skills/multiplayer-project/resource.yaml +36 -0
  224. package/library/skills/multiplayer-publish/SKILL.md +229 -0
  225. package/library/skills/multiplayer-publish/export-errors.md +89 -0
  226. package/library/skills/multiplayer-publish/resource.yaml +28 -0
  227. package/library/skills/multiplayer-state/SKILL.md +438 -0
  228. package/library/skills/multiplayer-state/files.md +592 -0
  229. package/library/skills/multiplayer-state/resource.yaml +35 -0
  230. package/library/skills/multiplayer-testing/SKILL.md +236 -0
  231. package/library/skills/multiplayer-testing/resource.yaml +39 -0
  232. package/library/skills/music-track/SKILL.md +1 -1
  233. package/library/skills/navigate-summer/SKILL.md +1 -1
  234. package/library/skills/new-project/SKILL.md +1 -1
  235. package/library/skills/organic-model/SKILL.md +1 -1
  236. package/library/skills/pixel-art/SKILL.md +1 -1
  237. package/library/skills/play/SKILL.md +1 -1
  238. package/library/skills/playtesting-a-feature/SKILL.md +1 -1
  239. package/library/skills/procedural-animation/SKILL.md +2 -2
  240. package/library/skills/procedural-animation/resource.yaml +1 -1
  241. package/library/skills/prop-model/SKILL.md +1 -1
  242. package/library/skills/psx-retro-rendering/SKILL.md +1 -1
  243. package/library/skills/realtime-wet-surfaces/SKILL.md +2 -2
  244. package/library/skills/remote-deploy/SKILL.md +1 -1
  245. package/library/skills/retarget/SKILL.md +1 -1
  246. package/library/skills/running-in-the-cloud/SKILL.md +1 -1
  247. package/library/skills/save-load/SKILL.md +156 -0
  248. package/library/skills/save-load/resource.yaml +27 -0
  249. package/library/skills/scene-composition/SKILL.md +1 -1
  250. package/library/skills/scene-hierarchy-design/SKILL.md +1 -1
  251. package/library/skills/scene-scripting/SKILL.md +1 -1
  252. package/library/skills/scene-to-level/SKILL.md +1 -1
  253. package/library/skills/skill-create/SKILL.md +1 -1
  254. package/library/skills/skill-improve/SKILL.md +1 -1
  255. package/library/skills/skill-test/SKILL.md +1 -1
  256. package/library/skills/skintokens-auto-rigging/SKILL.md +1 -1
  257. package/library/skills/skybox-panorama/SKILL.md +1 -1
  258. package/library/skills/sound-effect/SKILL.md +1 -1
  259. package/library/skills/spatial-placement/SKILL.md +134 -3
  260. package/library/skills/spatial-placement/references/kit-placement-tools.md +364 -0
  261. package/library/skills/spatial-placement/resource.yaml +16 -2
  262. package/library/skills/sprite-sheet/SKILL.md +1 -1
  263. package/library/skills/summer-analytics/SKILL.md +147 -0
  264. package/library/skills/summer-analytics/resource.yaml +28 -0
  265. package/library/skills/summer-friends/SKILL.md +226 -0
  266. package/library/skills/summer-friends/resource.yaml +28 -0
  267. package/library/skills/summer-leaderboards/SKILL.md +231 -0
  268. package/library/skills/summer-leaderboards/resource.yaml +30 -0
  269. package/library/skills/summer-match-results/SKILL.md +286 -0
  270. package/library/skills/summer-match-results/resource.yaml +32 -0
  271. package/library/skills/summer-matchmaking/SKILL.md +301 -0
  272. package/library/skills/summer-matchmaking/resource.yaml +32 -0
  273. package/library/skills/summer-parties/SKILL.md +253 -0
  274. package/library/skills/summer-parties/resource.yaml +30 -0
  275. package/library/skills/summer-player-data/SKILL.md +322 -0
  276. package/library/skills/summer-player-data/resource.yaml +30 -0
  277. package/library/skills/summer-store/SKILL.md +271 -0
  278. package/library/skills/summer-store/resource.yaml +29 -0
  279. package/library/skills/summer-world-chat/SKILL.md +195 -0
  280. package/library/skills/summer-world-chat/resource.yaml +30 -0
  281. package/library/skills/summer-world-saves/SKILL.md +284 -0
  282. package/library/skills/summer-world-saves/resource.yaml +29 -0
  283. package/library/skills/text-to-motion/SKILL.md +99 -0
  284. package/library/skills/text-to-motion/prompts-and-controls.md +34 -0
  285. package/library/skills/text-to-motion/resource.yaml +41 -0
  286. package/library/skills/text-to-motion/rigging-for-text-motion.md +54 -0
  287. package/library/skills/tileable-texture/SKILL.md +1 -1
  288. package/library/skills/trailer-shot/SKILL.md +1 -1
  289. package/library/skills/tune-performance/SKILL.md +1 -1
  290. package/library/skills/ui-basics/SKILL.md +10 -1
  291. package/library/skills/ui-graphics/SKILL.md +1 -1
  292. package/library/skills/use-widget-asset/SKILL.md +1 -1
  293. package/library/skills/using-summer/SKILL.md +2 -2
  294. package/library/skills/using-summer/resource.yaml +2 -2
  295. package/library/skills/vehicle-model/SKILL.md +1 -1
  296. package/library/skills/verification-before-completion/SKILL.md +1 -1
  297. package/library/skills/verifying-scenes/SKILL.md +76 -2
  298. package/library/skills/verifying-scenes/resource.yaml +13 -2
  299. package/library/skills/vfx-dissolve/SKILL.md +1 -1
  300. package/library/skills/vfx-fire/SKILL.md +1 -1
  301. package/library/skills/vfx-hit-spark/SKILL.md +1 -1
  302. package/library/skills/vfx-lightning/SKILL.md +1 -1
  303. package/library/skills/vfx-magic-glow/SKILL.md +1 -1
  304. package/library/skills/vfx-muzzle-flash/SKILL.md +1 -1
  305. package/library/skills/vfx-smoke/SKILL.md +1 -1
  306. package/library/skills/vfx-water-ripple/SKILL.md +1 -1
  307. package/library/skills/voice-line/SKILL.md +1 -1
  308. package/library/skills/web-and-touch-input/SKILL.md +38 -0
  309. package/library/skills/web-and-touch-input/resource.yaml +28 -0
  310. package/library/skills/web-compatibility-look/SKILL.md +62 -0
  311. package/library/skills/web-compatibility-look/resource.yaml +30 -0
  312. package/library/skills/world-building-3d/SKILL.md +8 -1
  313. package/library/skills/world-building-3d/references/spatial-tools.md +1 -1
  314. package/library/skills/world-building-3d/resource.yaml +2 -1
  315. package/library/skills/writing-plans/SKILL.md +1 -1
  316. package/library/skills/writing-skills/SKILL.md +1 -1
  317. package/library/templates/3d-lan-multiplayer-starter/resource.yaml +2 -2
  318. package/library/tools/attach-to-surface/resource.yaml +142 -0
  319. package/library/tools/batch/resource.yaml +9 -3
  320. package/library/tools/connect-ports/resource.yaml +120 -0
  321. package/library/tools/connect-signal/resource.yaml +3 -2
  322. package/library/tools/debug-views/resource.yaml +94 -0
  323. package/library/tools/frame-nodes/resource.yaml +104 -0
  324. package/library/tools/frame-shot/resource.yaml +134 -0
  325. package/library/tools/generate-motion/resource.yaml +44 -9
  326. package/library/tools/get-board/resource.yaml +50 -0
  327. package/library/tools/get-project-context/resource.yaml +13 -2
  328. package/library/tools/grep/resource.yaml +77 -0
  329. package/library/tools/inspect-asset/resource.yaml +71 -0
  330. package/library/tools/inspect-node/resource.yaml +9 -2
  331. package/library/tools/inspect-resource/resource.yaml +16 -5
  332. package/library/tools/instantiate-scene/resource.yaml +27 -2
  333. package/library/tools/measure/resource.yaml +96 -0
  334. package/library/tools/place-adjacent/resource.yaml +113 -0
  335. package/library/tools/play/resource.yaml +15 -2
  336. package/library/tools/raycast/resource.yaml +101 -0
  337. package/library/tools/read-file/resource.yaml +36 -2
  338. package/library/tools/read-library/resource.yaml +2 -2
  339. package/library/tools/repeat-along/resource.yaml +129 -0
  340. package/library/tools/replace-node/resource.yaml +11 -5
  341. package/library/tools/scene-audit/resource.yaml +144 -0
  342. package/library/tools/screenshot/resource.yaml +13 -2
  343. package/library/tools/search-assets/resource.yaml +18 -0
  344. package/library/tools/shot-sheet/resource.yaml +110 -0
  345. package/library/tools/snap-to-surface/resource.yaml +4 -1
  346. package/library/tools/world-snapshot/resource.yaml +24 -3
  347. package/library/tools/zoom/resource.yaml +105 -0
  348. package/package.json +1 -1
  349. package/registry/generated/aliases.json +17 -3
  350. package/registry/generated/counts.json +3 -3
  351. package/registry/generated/gemini-extension.json +26 -4
  352. package/registry/generated/index.json +2154 -469
  353. package/registry/generated/marketplace.claude.json +2 -2
  354. package/registry/generated/plugin.claude.json +27 -5
  355. package/registry/generated/plugin.codex.json +28 -6
  356. package/registry/generated/plugin.cursor.json +27 -5
  357. package/registry/generated/plugin.factory.json +27 -5
  358. package/registry/generated/skills-index.md +36 -14
  359. package/registry/generated/skills-registry.json +421 -124
  360. package/registry/generated/templates-registry.json +2 -2
  361. package/library/skills/host-authoritative-state/SKILL.md +0 -332
  362. package/library/skills/host-authoritative-state/resource.yaml +0 -28
  363. package/library/skills/peer-to-peer-multiplayer/SKILL.md +0 -373
  364. package/library/skills/peer-to-peer-multiplayer/resource.yaml +0 -28
  365. package/library/skills/setup-multiplayer/SKILL.md +0 -336
  366. package/library/skills/setup-multiplayer/resource.yaml +0 -28
@@ -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()
@@ -0,0 +1,136 @@
1
+ # 3D Controllers: First + Third Person
2
+
3
+ Both build on the minimal 3D walk in SKILL.md. The difference is entirely the
4
+ camera rig and how look rotation is split across nodes.
5
+
6
+ ## First-person node layout (non-negotiable)
7
+
8
+ ```
9
+ Player (CharacterBody3D) # yaw (horizontal look) rotates THIS
10
+ CollisionShape3D # CapsuleShape3D, radius 0.35, height 1.8
11
+ Head (Node3D) # y = 1.5; pitch (vertical look) rotates THIS
12
+ Camera3D # fov 70-75
13
+ WeaponHolder (Node3D) # weapons/tools ride here
14
+ ```
15
+
16
+ Yaw on the body, pitch on the Head. Never pitch the body (gimbal lock + physics
17
+ tilt). Camera is a child of Head so it inherits both rotations.
18
+
19
+ ```gdscript
20
+ extends CharacterBody3D
21
+
22
+ @export var speed: float = 5.0
23
+ @export var sprint_speed: float = 8.0
24
+ @export var jump_velocity: float = 4.5
25
+ @export var mouse_sensitivity: float = 0.002
26
+
27
+ @onready var head: Node3D = $Head
28
+ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
29
+
30
+ func _ready() -> void:
31
+ Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
32
+
33
+ func _unhandled_input(event: InputEvent) -> void:
34
+ if event is InputEventMouseMotion:
35
+ rotate_y(-event.relative.x * mouse_sensitivity)
36
+ head.rotate_x(-event.relative.y * mouse_sensitivity)
37
+ head.rotation.x = clampf(head.rotation.x, -PI / 2.0, PI / 2.0)
38
+ if event.is_action_pressed("ui_cancel"):
39
+ Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
40
+
41
+ func _physics_process(delta: float) -> void:
42
+ if not is_on_floor():
43
+ velocity.y -= gravity * delta
44
+ if Input.is_action_just_pressed("jump") and is_on_floor():
45
+ velocity.y = jump_velocity
46
+ var cur_speed := sprint_speed if Input.is_action_pressed("sprint") else speed
47
+ var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
48
+ var direction := (transform.basis * Vector3(input_dir.x, 0.0, input_dir.y)).normalized()
49
+ if direction:
50
+ velocity.x = direction.x * cur_speed
51
+ velocity.z = direction.z * cur_speed
52
+ else:
53
+ velocity.x = move_toward(velocity.x, 0.0, cur_speed)
54
+ velocity.z = move_toward(velocity.z, 0.0, cur_speed)
55
+ move_and_slide()
56
+ ```
57
+
58
+ ## Crouch
59
+
60
+ Keep two collision shapes (standing + crouching), toggle `disabled`, and a
61
+ `RayCast3D` pointing up (`CeilingCheck`) so you cannot stand up under a ceiling.
62
+ Lerp the Head y from 1.5 to ~0.9 for a smooth crouch, not a snap.
63
+
64
+ ## Headbob (optional polish)
65
+
66
+ Drive the Camera's local y with `sin(time * bob_freq) * bob_amp` scaled by
67
+ horizontal speed, only while `is_on_floor()`. Keep amp under 0.08 or it nauseates.
68
+
69
+ ## Third-person node layout
70
+
71
+ ```
72
+ Player (CharacterBody3D)
73
+ CharacterRotationRoot (Node3D) # only this visual node yaws toward movement
74
+ character.tscn # normalized role-neutral visual package
75
+ CameraController (Node3D)
76
+ SpringArm3D # extends behind the -Z-facing visual on local +Z
77
+ Camera3D
78
+ ```
79
+
80
+ The `SpringArm3D` is the whole trick: it raycasts from the pivot to the camera
81
+ and shortens when a wall is in the way, so the camera never clips into geometry.
82
+ Set its `collision_mask` to your Level layer only (not the player).
83
+
84
+ Third-person differences from FPS:
85
+ - Mouse motion rotates the `CameraController` (orbit), not the body.
86
+ - The visual wrapper rotates to face the MOVEMENT direction, decoupled from the camera.
87
+ Because imported characters face Godot forward `-Z`, lerp
88
+ `CharacterRotationRoot.rotation.y` toward `atan2(-direction.x, -direction.z)`.
89
+ - Rotate only `CharacterRotationRoot.rotation.y`. Do not yaw the CharacterBody3D or add a
90
+ compensating 180-degree model rotation. The package already normalizes forward to `-Z`.
91
+ - Keep the third-person camera behind the character on the camera rig's local `+Z` side.
92
+ - Camera direction drives movement basis: build `direction` from the spring-arm's
93
+ global basis, flattened to the XZ plane, so "forward" means "where the camera
94
+ looks".
95
+
96
+ ## Canonical humanoid animation states
97
+
98
+ Keep translation in the controller and use package animations only as in-place visuals.
99
+ For a standard playable third-person character, read and copy
100
+ `default-third-person-controller.gd`. It already loads exact semantic roles
101
+ from `character.json`, selects state after `move_and_slide()`, gives airborne
102
+ Jump highest priority, changes clips only when state changes, uses camera-relative
103
+ movement, and turns only the normalized `-Z` visual root. Do not reassemble the
104
+ controller from partial examples.
105
+
106
+ Do not advance the `CharacterBody3D` from animation root translation. Rotate only the
107
+ visual child when movement is non-zero, and keep the last facing direction while idle.
108
+
109
+ ## Legacy clip-name compatibility only
110
+
111
+ Use substring discovery only for old, non-package GLBs that have no manifest. Resolve Jump
112
+ before Run and claim each real clip at most once. Never use this for a canonical package:
113
+
114
+ ```gdscript
115
+ func resolve_legacy_roles(player: AnimationPlayer) -> Dictionary:
116
+ var result: Dictionary = {}
117
+ var used_clips: Dictionary = {}
118
+ for role in [&"jump", &"idle", &"walk", &"run"]: # Jump must precede Run.
119
+ for clip in player.get_animation_list():
120
+ if used_clips.has(clip):
121
+ continue
122
+ if String(clip).to_lower().contains(String(role)):
123
+ result[role] = clip
124
+ used_clips[clip] = true
125
+ break
126
+ return result
127
+ ```
128
+
129
+ Validate every requested role after legacy resolution. Do not fall back from Jump to Walk
130
+ or Run, and do not reuse one clip for multiple roles.
131
+
132
+ ## Shared traps
133
+
134
+ - Capture/release the mouse as a pair or you trap the player (see SKILL.md).
135
+ - Sprint reads an unbound `sprint` action = silent no-op; bind it first.
136
+ - Spring arm with the wrong mask collides with the player and jams at length 0.
@@ -0,0 +1,83 @@
1
+ # Platformer Feel
2
+
3
+ The base controller in SKILL.md runs, but a raw `is_on_floor()` jump feels stiff
4
+ and unforgiving. These four additions are what separate a prototype from a game
5
+ that feels good. Add them in this order; each is independent.
6
+
7
+ ## Coyote time
8
+
9
+ Let the player jump for a few frames AFTER walking off a ledge. Without it, jumps
10
+ near edges feel like the game ate the input.
11
+
12
+ ```gdscript
13
+ @export var coyote_time: float = 0.1
14
+ var _coyote_timer: float = 0.0
15
+
16
+ func _physics_process(delta: float) -> void:
17
+ if not is_on_floor():
18
+ velocity.y += gravity * delta
19
+ _coyote_timer -= delta
20
+ else:
21
+ _coyote_timer = coyote_time
22
+ # jump check uses _coyote_timer > 0.0 instead of is_on_floor()
23
+ ```
24
+
25
+ ## Jump buffering
26
+
27
+ If the player presses jump a few frames BEFORE landing, remember it and fire on
28
+ touchdown. Without it, fast players feel like jumps get dropped.
29
+
30
+ ```gdscript
31
+ @export var jump_buffer: float = 0.1
32
+ var _buffer_timer: float = 0.0
33
+
34
+ func _physics_process(delta: float) -> void:
35
+ if Input.is_action_just_pressed("jump"):
36
+ _buffer_timer = jump_buffer
37
+ _buffer_timer -= delta
38
+ if _buffer_timer > 0.0 and _coyote_timer > 0.0:
39
+ velocity.y = jump_velocity
40
+ _buffer_timer = 0.0
41
+ _coyote_timer = 0.0
42
+ ```
43
+
44
+ ## Variable jump height
45
+
46
+ Tap = short hop, hold = full jump. Cut upward velocity when the button releases.
47
+
48
+ ```gdscript
49
+ if Input.is_action_just_released("jump") and velocity.y < 0.0:
50
+ velocity.y *= 0.4
51
+ ```
52
+
53
+ ## Asymmetric gravity (fall faster than you rise)
54
+
55
+ A heavier fall gravity is the single biggest feel upgrade. Rising floaty, falling
56
+ snappy reads as responsive.
57
+
58
+ ```gdscript
59
+ @export var fall_multiplier: float = 1.6
60
+
61
+ func _physics_process(delta: float) -> void:
62
+ var g := gravity * (fall_multiplier if velocity.y > 0.0 else 1.0)
63
+ if not is_on_floor():
64
+ velocity.y += g * delta
65
+ ```
66
+
67
+ ## One-way platforms
68
+
69
+ Use a `CollisionPolygon2D`/`CollisionShape2D` on a platform with
70
+ `one_way_collision = true` in the platform's collision shape. Drop through by
71
+ briefly disabling the player's collision with that layer, or move the player to a
72
+ lower collision layer while `move_down` is held.
73
+
74
+ ## Tuning starting points
75
+
76
+ | Feel | speed | jump_velocity | gravity scale |
77
+ |------|-------|---------------|---------------|
78
+ | Tight/precise | 180 | -320 | 1.0 (fall 1.8) |
79
+ | Floaty/explorer | 220 | -420 | 0.7 (fall 1.3) |
80
+ | Fast/action | 300 | -380 | 1.0 (fall 2.0) |
81
+
82
+ Never ship default gravity 980 with a -350 jump and call it done - that is the
83
+ "why does my jump feel bad" default. Tune fall_multiplier first.
@@ -0,0 +1,40 @@
1
+ id: skill/character-movement
2
+ kind: skill
3
+ version: 1.2.1
4
+ summary: "Player controllers for 2D and 3D, plus the canonical third-person controller for Summer humanoid packages: movement owns translation, clips follow state."
5
+ use_when:
6
+ - building or fixing player movement — gravity, collision, side-scroller, top-down, or 3D walk
7
+ - wiring an imported Summer character package (character.tscn) as the playable third-person player
8
+ - walk, run, and jump animation states, facing, or mouse look for a player controller
9
+ - the jump feels bad — coyote time, jump buffering, variable jump height, one-way platforms
10
+ do_not_use_when:
11
+ - a production first-person shooter controller with air control and external velocity — use fps-controller
12
+ - Celeste-style momentum precision platforming with dash and wall climb — use celeste-momentum-platforming
13
+ facets:
14
+ lifecycle:
15
+ - build
16
+ domains:
17
+ - character-controller
18
+ - gameplay
19
+ - 2d
20
+ - 3d
21
+ modalities:
22
+ - scripts
23
+ - scenes
24
+ - animation
25
+ compatibility:
26
+ engine: ">=4.6"
27
+ related:
28
+ skills:
29
+ - skill/make-game
30
+ - skill/camera-rigs
31
+ - skill/combat-basics
32
+ - skill/fps-controller
33
+ - skill/celeste-momentum-platforming
34
+ - skill/character-animation-wiring
35
+ - skill/character-model
36
+ - skill/playtesting-a-feature
37
+ source: official
38
+ license: MIT
39
+ status: preview
40
+ recommended: false
@@ -1,6 +1,6 @@
1
1
  ---
2
2
  name: character-portrait
3
- description: Use when generating a single, polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries. One character, locked composition, VN-style. Trigger on "character portrait", "dialogue portrait", "VN portrait", "character bust", "headshot", "character select image", "lore card art".
3
+ description: "Generate a single polished character bust for dialogue UI, character select, lore cards, or codex entries. One character, locked composition, VN-style."
4
4
  license: MIT
5
5
  compatibility: [Cursor, Claude Code, Windsurf, Codex]
6
6
  category: 2d-assets
@@ -1,6 +1,6 @@
1
1
  ---
2
2
  name: cinematic-cutscene
3
- description: Use when generating a non-interactive cutscene clip — opening scene, story beat, character intro, ending. Locks the look with a reference image, image-to-videos a 5-10s shot, optionally adds TTS dialogue, and wires it as a VideoStreamPlayer that fades in/out. Trigger on "cutscene", "intro cinematic", "opening scene", "ending cinematic", "story beat video", "character intro video", "in-engine cinematic", "non-playable scene".
3
+ description: "Generate a non-interactive cutscene — reference-locked look, a 5-10s image-to-video shot, optional TTS dialogue — wired as a fading VideoStreamPlayer."
4
4
  license: MIT
5
5
  compatibility: [Cursor, Claude Code, Windsurf, Codex]
6
6
  category: video