summer-engine 3.4.0 → 3.5.0
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.
- package/.claude-plugin/marketplace.json +1 -1
- package/.claude-plugin/plugin.json +5 -1
- package/.codex-plugin/plugin.json +5 -1
- package/.cursor-plugin/plugin.json +5 -1
- package/.factory-plugin/plugin.json +5 -1
- package/.opencode/INSTALL.md +8 -8
- package/.opencode/plugins/summer.js +2 -2
- package/AGENTS.md +7 -7
- package/CHANGELOG.md +37 -0
- package/GEMINI.md +1 -1
- package/NOTICE +1 -1
- package/README.md +35 -35
- package/assets/autopilot/run.sh +2 -2
- package/assets/navigation/web-routes.json +1 -1
- package/commands/gameskill.md +2 -2
- package/commands/summer.md +25 -25
- package/dist/cli/commands/open.d.ts +1 -1
- package/dist/cli/commands/run.d.ts +1 -1
- package/dist/cli/commands/run.js +1 -1
- package/dist/cli/commands/setup.js +24 -4
- package/dist/cli/commands/skills.js +2 -2
- package/dist/core/api-client.d.ts +5 -6
- package/dist/core/api-client.js +12 -15
- package/dist/core/auth.js +2 -2
- package/dist/core/capabilities/asset-import.d.ts +0 -1
- package/dist/core/capabilities/camera-view.d.ts +1 -1
- package/dist/core/capabilities/camera-view.js +2 -2
- package/dist/core/capabilities/capture-gameplay.d.ts +72 -7
- package/dist/core/capabilities/capture-gameplay.js +386 -25
- package/dist/core/capabilities/connect-signal.d.ts +1 -2
- package/dist/core/capabilities/connect-signal.js +1 -2
- package/dist/core/capabilities/console-read.d.ts +2 -2
- package/dist/core/capabilities/console-read.js +2 -2
- package/dist/core/capabilities/engine-receipt.d.ts +5 -7
- package/dist/core/capabilities/engine-receipt.js +7 -9
- package/dist/core/capabilities/export-engine-version.d.ts +7 -0
- package/dist/core/capabilities/export-engine-version.js +9 -0
- package/dist/core/capabilities/export-game.d.ts +4 -0
- package/dist/core/capabilities/export-game.js +53 -10
- package/dist/core/capabilities/export-presets.d.ts +1 -1
- package/dist/core/capabilities/export-presets.js +1 -1
- package/dist/core/capabilities/fabricate-mesh.d.ts +2 -3
- package/dist/core/capabilities/fabricate-mesh.js +2 -3
- package/dist/core/capabilities/frame-quality.d.ts +4 -4
- package/dist/core/capabilities/frame-quality.js +4 -4
- package/dist/core/capabilities/grep.d.ts +1 -1
- package/dist/core/capabilities/grep.js +1 -1
- package/dist/core/capabilities/image-generation.d.ts +12 -2
- package/dist/core/capabilities/image-generation.js +31 -2
- package/dist/core/capabilities/navigation/open.d.ts +1 -1
- package/dist/core/capabilities/navigation/open.js +1 -1
- package/dist/core/capabilities/navigation/render-product-map.js +1 -1
- package/dist/core/capabilities/navigation/targets.js +2 -2
- package/dist/core/capabilities/placement-batch.d.ts +1 -1
- package/dist/core/capabilities/placement-batch.js +2 -2
- package/dist/core/capabilities/play-determinism.d.ts +1 -1
- package/dist/core/capabilities/play-determinism.js +1 -1
- package/dist/core/capabilities/publish-build.d.ts +1 -1
- package/dist/core/capabilities/publish-build.js +21 -9
- package/dist/core/capabilities/publish-download.d.ts +1 -2
- package/dist/core/capabilities/publish-download.js +2 -3
- package/dist/core/capabilities/replace-node.d.ts +1 -3
- package/dist/core/capabilities/replace-node.js +1 -3
- package/dist/core/capabilities/runtime-control.d.ts +5 -7
- package/dist/core/capabilities/runtime-control.js +7 -9
- package/dist/core/capabilities/scene-batch.d.ts +1 -1
- package/dist/core/capabilities/scene-batch.js +1 -1
- package/dist/core/capabilities/scene-kind.js +1 -1
- package/dist/core/capabilities/scene-readback.d.ts +3 -4
- package/dist/core/capabilities/scene-readback.js +3 -4
- package/dist/core/capabilities/scene-script.d.ts +2 -2
- package/dist/core/capabilities/scene-script.js +2 -2
- package/dist/core/capabilities/seeing/shot-store.d.ts +1 -1
- package/dist/core/capabilities/seeing/shot-store.js +1 -1
- package/dist/core/capabilities/summer-bundle.d.ts +11 -3
- package/dist/core/capabilities/summer-bundle.js +21 -3
- package/dist/core/capabilities/surface-snap.d.ts +1 -1
- package/dist/core/capabilities/surface-snap.js +1 -1
- package/dist/core/capabilities/tool-dispatch.js +14 -3
- package/dist/core/capabilities/ui-control.d.ts +1 -2
- package/dist/core/capabilities/ui-control.js +1 -2
- package/dist/core/capabilities/world-snapshot.d.ts +1 -1
- package/dist/core/capabilities/world-snapshot.js +1 -1
- package/dist/core/capability-skew.d.ts +2 -3
- package/dist/core/capability-skew.js +4 -5
- package/dist/core/feedback/client.js +1 -1
- package/dist/core/launch-posture.d.ts +3 -3
- package/dist/core/launch-posture.js +3 -3
- package/dist/core/library-read.d.ts +7 -0
- package/dist/core/library-read.js +60 -9
- package/dist/core/library-search.d.ts +2 -0
- package/dist/core/templates.d.ts +1 -2
- package/dist/core/templates.js +1 -2
- package/dist/installer/agent-config.d.ts +25 -0
- package/dist/installer/agent-config.js +114 -3
- package/dist/installer/agent-table.d.ts +12 -0
- package/dist/installer/agent-table.js +9 -0
- package/dist/mcp/server.d.ts +2 -2
- package/dist/mcp/server.js +2 -2
- package/dist/mcp/tools/creator-tools.js +33 -4
- package/dist/mcp/tools/debug-tools.js +1 -1
- package/dist/mcp/tools/generate-tools.js +18 -37
- package/dist/mcp/tools/library-tools.d.ts +2 -1
- package/dist/mcp/tools/library-tools.js +1 -0
- package/dist/mcp/tools/navigation-tools.d.ts +1 -1
- package/dist/mcp/tools/navigation-tools.js +1 -1
- package/dist/mcp/tools/spatial-tools.js +1 -1
- package/dist/mcp/tools/visual-tools.js +2 -2
- package/dist/mcp/tools/with-engine.d.ts +1 -2
- package/dist/mcp/tools/with-engine.js +1 -2
- package/gemini-extension.json +5 -1
- package/hooks/session-start.sh +2 -2
- package/integrations/README.md +70 -76
- package/integrations/claude/README.md +0 -3
- package/integrations/codex/README.md +1 -2
- package/integrations/copilot-jetbrains/README.md +1 -1
- package/integrations/cursor/README.md +1 -2
- package/integrations/factory/README.md +15 -11
- package/integrations/mistral-vibe/README.md +1 -1
- package/integrations/opencode/README.md +1 -1
- package/integrations/roo-code/README.md +1 -1
- package/integrations/rovo-dev/README.md +1 -1
- package/integrations/trae/README.md +1 -1
- package/integrations/windsurf/README.md +3 -3
- package/library/references/collaborative-protocol/collaborative-protocol.md +5 -5
- package/library/references/gd-style/gd-style.md +4 -6
- package/library/references/godot-version/godot-version.md +3 -3
- package/library/references/headless-routing/headless-routing.md +2 -2
- package/library/references/mcp-fresh-chat-playbook/mcp-fresh-chat-playbook.md +2 -2
- package/library/references/mcp-tools-reference/mcp-tools-reference.md +16 -15
- package/library/references/product-map/product-map.md +1 -1
- package/library/references/public-surface-language/public-surface-language.md +1 -1
- package/library/references/summer-folder/summer-folder.md +1 -1
- package/library/skills/3d-lighting/SKILL.md +4 -4
- package/library/skills/README.md +16 -6
- package/library/skills/adaptive-music/SKILL.md +7 -7
- package/library/skills/ai-characters-in-games/SKILL.md +1 -1
- package/library/skills/ambient-bed/SKILL.md +12 -14
- package/library/skills/animated-loop/SKILL.md +42 -42
- package/library/skills/animation-tree/SKILL.md +6 -6
- package/library/skills/art-direction/SKILL.md +8 -11
- package/library/skills/asset-strategy/SKILL.md +3 -3
- package/library/skills/audio-direction/SKILL.md +8 -10
- package/library/skills/auto-fire-targeting/SKILL.md +4 -3
- package/library/skills/bounded-engine-runs/SKILL.md +6 -7
- package/library/skills/brainstorm-game/SKILL.md +5 -5
- package/library/skills/brainstorming/SKILL.md +9 -15
- package/library/skills/celeste-momentum-platforming/SKILL.md +8 -13
- package/library/skills/celeste-momentum-platforming/resource.yaml +1 -1
- package/library/skills/character-animation-wiring/SKILL.md +2 -2
- package/library/skills/character-model/SKILL.md +15 -26
- package/library/skills/character-movement/SKILL.md +1 -1
- package/library/skills/character-movement/references/movement-3d.md +1 -1
- package/library/skills/character-portrait/SKILL.md +4 -4
- package/library/skills/cinematic-cutscene/SKILL.md +38 -38
- package/library/skills/combat-basics/SKILL.md +1 -1
- package/library/skills/compatibility-renderer-traps/SKILL.md +2 -2
- package/library/skills/concept-art/SKILL.md +3 -3
- package/library/skills/create-asset-sheet/SKILL.md +12 -31
- package/library/skills/debug/SKILL.md +5 -4
- package/library/skills/debugging-game-feel/SKILL.md +1 -4
- package/library/skills/debugging-game-feel/resource.yaml +1 -1
- package/library/skills/design-level/SKILL.md +5 -5
- package/library/skills/design-mechanic/SKILL.md +6 -6
- package/library/skills/design-npc/SKILL.md +8 -15
- package/library/skills/diagnosing-perf-regressions/SKILL.md +5 -10
- package/library/skills/dispatching-parallel-agents/SKILL.md +1 -19
- package/library/skills/environment-kit/SKILL.md +5 -5
- package/library/skills/export-and-ship/SKILL.md +24 -25
- package/library/skills/export-and-ship/resource.yaml +2 -1
- package/library/skills/fabricating-assets/SKILL.md +1 -1
- package/library/skills/facial-and-lipsync/SKILL.md +5 -5
- package/library/skills/fps-controller/SKILL.md +17 -16
- package/library/skills/fps-controller/resource.yaml +0 -2
- package/library/skills/game-feel/SKILL.md +6 -7
- package/library/skills/gameskill/SKILL.md +3 -3
- package/library/skills/gdscript-patterns/SKILL.md +3 -3
- package/library/skills/generate-motion/SKILL.md +5 -22
- package/library/skills/godogen-visual-proof-game-generation/SKILL.md +72 -90
- package/library/skills/godogen-visual-proof-game-generation/resource.yaml +0 -1
- package/library/skills/grow-analytics/SKILL.md +21 -0
- package/library/skills/grow-analytics/resource.yaml +27 -0
- package/library/skills/headless-scripting/SKILL.md +8 -8
- package/library/skills/instantiate-asset-pack/SKILL.md +7 -3
- package/library/skills/investigating-bugs/SKILL.md +3 -11
- package/library/skills/investigating-bugs/condition-based-waiting.md +0 -10
- package/library/skills/investigating-bugs/root-cause-tracing.md +0 -8
- package/library/skills/lumera-single-image-scene-reconstruction/SKILL.md +15 -15
- package/library/skills/lumera-single-image-scene-reconstruction/resource.yaml +0 -1
- package/library/skills/make-game/SKILL.md +3 -5
- package/library/skills/make-game/references/2d-platformer.md +1 -1
- package/library/skills/multiplayer-project/SKILL.md +1 -1
- package/library/skills/multiplayer-testing/SKILL.md +4 -4
- package/library/skills/music-track/SKILL.md +40 -38
- package/library/skills/new-project/SKILL.md +4 -6
- package/library/skills/organic-model/SKILL.md +9 -9
- package/library/skills/pixel-art/SKILL.md +6 -6
- package/library/skills/play/SKILL.md +3 -4
- package/library/skills/playtesting-a-feature/SKILL.md +4 -6
- package/library/skills/procedural-animation/SKILL.md +10 -11
- package/library/skills/prop-model/SKILL.md +4 -4
- package/library/skills/psx-retro-rendering/SKILL.md +20 -20
- package/library/skills/psx-retro-rendering/resource.yaml +2 -3
- package/library/skills/publish-your-game/SKILL.md +21 -0
- package/library/skills/publish-your-game/resource.yaml +29 -0
- package/library/skills/realtime-wet-surfaces/SKILL.md +15 -15
- package/library/skills/realtime-wet-surfaces/resource.yaml +1 -2
- package/library/skills/remote-deploy/SKILL.md +20 -21
- package/library/skills/retarget/SKILL.md +19 -23
- package/library/skills/running-in-the-cloud/SKILL.md +5 -5
- package/library/skills/scene-composition/SKILL.md +5 -5
- package/library/skills/scene-hierarchy-design/SKILL.md +3 -3
- package/library/skills/scene-hierarchy-design/resource.yaml +0 -1
- package/library/skills/scene-scripting/SKILL.md +3 -3
- package/library/skills/scene-to-level/SKILL.md +28 -31
- package/library/skills/skill-create/SKILL.md +1 -1
- package/library/skills/skill-improve/SKILL.md +9 -9
- package/library/skills/skill-test/SKILL.md +10 -10
- package/library/skills/skintokens-auto-rigging/SKILL.md +18 -18
- package/library/skills/skintokens-auto-rigging/resource.yaml +3 -3
- package/library/skills/skybox-panorama/SKILL.md +8 -9
- package/library/skills/sound-effect/SKILL.md +19 -19
- package/library/skills/spatial-placement/SKILL.md +2 -2
- package/library/skills/spatial-placement/references/kit-placement-tools.md +12 -22
- package/library/skills/sprite-sheet/SKILL.md +10 -10
- package/library/skills/store-art/SKILL.md +23 -0
- package/library/skills/store-art/resource.yaml +30 -0
- package/library/skills/store-listing/SKILL.md +21 -0
- package/library/skills/store-listing/resource.yaml +25 -0
- package/library/skills/summer-analytics/SKILL.md +3 -3
- package/library/skills/summer-analytics/resource.yaml +1 -0
- package/library/skills/summer-friends/SKILL.md +10 -10
- package/library/skills/summer-leaderboards/SKILL.md +6 -6
- package/library/skills/summer-match-results/SKILL.md +13 -13
- package/library/skills/summer-matchmaking/SKILL.md +11 -11
- package/library/skills/summer-parties/SKILL.md +9 -9
- package/library/skills/summer-player-data/SKILL.md +12 -12
- package/library/skills/summer-store/SKILL.md +6 -6
- package/library/skills/summer-world-chat/SKILL.md +9 -9
- package/library/skills/summer-world-saves/SKILL.md +7 -7
- package/library/skills/text-to-motion/rigging-for-text-motion.md +1 -1
- package/library/skills/tileable-texture/SKILL.md +1 -1
- package/library/skills/trailer-shot/SKILL.md +36 -36
- package/library/skills/tune-performance/SKILL.md +13 -13
- package/library/skills/tune-performance/resource.yaml +1 -1
- package/library/skills/ui-graphics/SKILL.md +7 -7
- package/library/skills/use-widget-asset/SKILL.md +7 -7
- package/library/skills/using-summer/SKILL.md +5 -7
- package/library/skills/vehicle-model/SKILL.md +6 -7
- package/library/skills/vehicle-model/resource.yaml +2 -2
- package/library/skills/verification-before-completion/SKILL.md +5 -6
- package/library/skills/vfx-dissolve/SKILL.md +4 -4
- package/library/skills/vfx-fire/SKILL.md +6 -6
- package/library/skills/vfx-fire/_building-blocks/additive-billboard-particles.md +3 -3
- package/library/skills/vfx-hit-spark/SKILL.md +4 -4
- package/library/skills/vfx-hit-spark/_building-blocks/additive-billboard-particles.md +3 -3
- package/library/skills/vfx-lightning/SKILL.md +5 -5
- package/library/skills/vfx-lightning/_building-blocks/additive-billboard-particles.md +3 -3
- package/library/skills/vfx-lightning/_building-blocks/trauma-shake-snippet.md +9 -3
- package/library/skills/vfx-magic-glow/SKILL.md +4 -4
- package/library/skills/vfx-magic-glow/_building-blocks/additive-billboard-particles.md +3 -3
- package/library/skills/vfx-muzzle-flash/SKILL.md +5 -5
- package/library/skills/vfx-muzzle-flash/_building-blocks/additive-billboard-particles.md +3 -3
- package/library/skills/vfx-muzzle-flash/_building-blocks/trauma-shake-snippet.md +9 -3
- package/library/skills/vfx-smoke/SKILL.md +5 -5
- package/library/skills/vfx-water-ripple/SKILL.md +2 -2
- package/library/skills/vfx-water-ripple/_building-blocks/additive-billboard-particles.md +3 -3
- package/library/skills/voice-line/SKILL.md +9 -9
- package/library/skills/world-building-3d/references/spatial-tools.md +2 -2
- package/library/skills/writing-plans/SKILL.md +4 -4
- package/library/skills/writing-skills/SKILL.md +8 -8
- package/library/tools/capture-gameplay/resource.yaml +66 -1
- package/library/tools/creator-publish/resource.yaml +4 -4
- package/library/tools/creator-releases/resource.yaml +5 -5
- package/library/tools/export-game/resource.yaml +3 -0
- package/library/tools/generate-image/resource.yaml +4 -2
- package/library/tools/publish-build/resource.yaml +5 -1
- package/package.json +1 -1
- package/registry/generated/counts.json +2 -2
- package/registry/generated/gemini-extension.json +5 -1
- package/registry/generated/index.json +280 -137
- package/registry/generated/marketplace.claude.json +1 -1
- package/registry/generated/plugin.claude.json +5 -1
- package/registry/generated/plugin.codex.json +5 -1
- package/registry/generated/plugin.cursor.json +5 -1
- package/registry/generated/plugin.factory.json +5 -1
- package/registry/generated/skills-index.md +16 -6
- package/registry/generated/skills-registry.json +57 -5
- package/registry/schemas/domains.json +1 -1
- package/registry/schemas/skill.schema.json +5 -0
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The authority then reads each player's team from the verified Session.
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play together use a party (`
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play together use a party (`summer-parties`), which enters a queue as one group.
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Where it works:
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| Accept/Decline prompt | No: no proposal happens | Yes, when the queue declares `acceptance` |
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| Rating-based grouping | No | Yes |
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This skill extends the Courtyard game from `
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`
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This skill extends the Courtyard game from `multiplayer-project` and
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`multiplayer-state`. Its client already joins `Game.QUEUE` and sends a
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`join` Command; its authority publishes `match_doc`.
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| `minPlayers` / `maxPlayers` | Players per match | `minPlayers` ≥ 1, `maxPlayers` ≥ `minPlayers`. Measured support is up to 16 per match |
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| `worldDefinition` | The WorldDefinition's `definition_id` | Required; every WorldDefinition must be used by a queue |
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| `ratingSystemRef` | `elo_v1` (Summer rates two sides) or `authority_v1` (your authority reports rating moves) | See `
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| `teams` | `{count, size}`: fixed sides, such as 2v2 = `{2, 2}` | `count` 2..64, `size` 1..16, `minPlayers` = `maxPlayers` = count × size; `elo_v1` needs exactly 2 teams |
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| `acceptance` | `{"mode": "all", "ttl": "20s"}` asks every player to accept; `{"mode": "none"}` skips it | `ttl` required with `all`, forbidden with `none` |
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| `searchTtl` | `{min, default, max}` search lifetime | Go durations (`30s`, `2m`); min ≤ default ≤ max |
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summer_project_setting key="summer/local_play/queue" value="duel"
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summer_project_setting key="summer/local_play/players" value=2
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summer_stop
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## See also
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- `multiplayer` — how Summer multiplayer fits together
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- `summer-match-results` — ending a match and reporting who won
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- `summer-leaderboards` — ratings and leaderboards for rated queues
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- `summer-parties` — friends entering a queue together
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`is_in_party()` is `false`. So the same Play button works everywhere: no party
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means an ordinary `SummerJoinTarget.queue(...)` join. Build that path first.
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signal connection from `
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signal connection from `multiplayer-movement` and `multiplayer-state`:
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### 2. Add the party node
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`member_data_changed(member, key)`, or just re-render on `changed`.
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authority owns everything (`
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authority owns everything (`multiplayer-state`). It never sees party data;
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send choices that matter in your `join` Command and validate them there.
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- `
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the same validation and `save_id` rules as hosted. Delete a persona's folder
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to start that player fresh. Only hosted play proves durability.
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This skill extends the game from `
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`multiplayer-state`: the authority's `_join` Command handler, the
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private `mine` State group, and the `wallets` it keeps.
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(connect `session_joined` only once if `
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(connect `session_joined` only once if `summer-match-results` already
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did):
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one), put this body at its end instead of defining it twice.
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### 6. Keep the publish checks passing
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`Summer.authority.player_data.load(session)` and
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`Summer.client.player_data.load()` report
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keep their files between runs, so run 2 must start where run 1 ended.
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summer_project_setting key="summer/local_play/players" value=2
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```
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From a terminal: `<summer> --path . --summer-local-play 2 --summer-local-play-headless --summer-local-play-timeout 20 -- --bot={client}`,
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twice (see `
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twice (see `multiplayer-testing` for bot mode). Print markers such as
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`print("PROFILE_LOADED coins=", ...)` and `print("SAVED ", save_id, " revision=", commit.revision)` while testing, then check them.
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Files: `~/Library/Application Support/Godot/app_userdata/<project name>/summer_local_player_data/<game id>/<persona>/public.json`
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| Start a second commit while one is pending | One commit per player and slot at a time | The second fails with `operation_in_progress` |
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| Keep retrying after `player_data_superseded` | Stop saving through that Session | A newer World owns the player now |
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| Store `Vector3`, `Color` or `null` | Plain JSON: numbers, strings, arrays, dictionaries | Unsupported types fail with `player_data_unsupported_type` |
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| Save the match (positions, round score) | Save only what outlives the match | The World ends; `
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| Save the match (positions, round score) | Save only what outlives the match | The World ends; `summer-world-saves` covers Worlds that persist |
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| Truncate data that grew past 64 KiB | Refuse to grow; test the maximum size | `player_data_too_large` rejects the whole commit |
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## See also
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- `
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- `multiplayer-state` — the wallet and private State group this skill saves
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- `summer-world-saves` — saving a whole persistent World instead of one player
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- `multiplayer-testing` — bots and repeated Local Play runs
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- `summer-leaderboards` — scores other players can see
|
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Items and offers are created in your game's Studio pages (`summer_open` target
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`game`). Code never creates items.
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This skill extends the Courtyard game from `
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`
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This skill extends the Courtyard game from `multiplayer-project` and
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`multiplayer-state`.
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## Steps
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## See also
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- `
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- `multiplayer-state`: Commands and the match document used for equipped items
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- `multiplayer-testing`: Local Play fixtures and personas
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- `summer-player-data`: saving a player's loadout between matches
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- `summer-analytics`: measuring the shop
|
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| Channel keys | 1–64 of `A-Z a-z 0-9 _ . -`, starting with a letter or digit; at most 64 channels per World |
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| History | Best effort, not a full log. A new handle shows the newest 2 messages; `load_older()` grows the window to at most 16 |
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| Lifetime | A handle belongs to one World admission. After leaving or joining another World, open a new one |
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| Not included | Direct messages (`
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| Not included | Direct messages (`summer-friends`), party chat (the Summer app) and messages written by your server |
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**Hosted only.** Chat needs a joined hosted World and a Summer app whose Player
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Host offers `player.channels`. A queue reservation is not enough: open the
|
|
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|
|
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`check_open_readiness()` and `open_world_channel()` fail with `unavailable`.
|
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Build the "chat hidden" path first.
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This skill extends the Courtyard game from `
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-
`
|
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+
This skill extends the Courtyard game from `multiplayer-project` and
|
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+
`multiplayer-state`.
|
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|
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## Steps
|
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|
|
@@ -49,7 +49,7 @@ This skill extends the Courtyard game from `skill/multiplayer-project` and
|
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Messages carry the author's Summer user id (`player_id`), not a name. The
|
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authority already knows every verified name. Publish them in the shared match
|
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-
document (`
|
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+
document (`multiplayer-state`): in `authority/main.gd`'s `_join`, before
|
|
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accepting, add
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```gdscript
|
|
@@ -158,7 +158,7 @@ Call `$Chat.open()` after `enter()` returns `true`. Wire it into the UI:
|
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Locally, check that the hidden path works and nothing errors:
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```
|
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+
summer_project_setting key="summer/local_play/players" value=2
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summer_play
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summer_get_diagnostics
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summer_stop
|
|
@@ -189,7 +189,7 @@ Then test real chat on Summer staging with two accounts in one match.
|
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## See also
|
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- `
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- `
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- `
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- `
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+
- `multiplayer-state`: the match document that carries player names
|
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+
- `summer-friends`: direct messages with friends
|
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+
- `summer-parties`: party chat lives in the Summer app
|
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- `multiplayer-testing`: what Local Play can and can't test
|
|
@@ -26,13 +26,13 @@ a move. A new authority then restores the World from its last save.
|
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| Keep | Use |
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|---|---|
|
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| What belongs to the place: built walls, chests, the coins left on the ground | **World save** (this skill) |
|
|
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-
| What belongs to a player: their coins, unlocks, level | **Player data** (`
|
|
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|
+
| What belongs to a player: their coins, unlocks, level | **Player data** (`summer-player-data`) |
|
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30
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|
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31
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The engine never serializes nodes for you. The game decides what one save
|
|
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holds. It must be **one consistent cut**: if an item moves from a chest into
|
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an inventory, both sides go in the same save.
|
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-
This skill extends the Courtyard game from `
|
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+
This skill extends the Courtyard game from `multiplayer-state`: its
|
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`match_doc` (the coins still on the ground, and the scoreboard) becomes the
|
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World's saved state.
|
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@@ -238,7 +238,7 @@ Local Play runs a persistent World with an **in-memory** save store:
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- Nothing survives the run.
|
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|
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|
```
|
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-
summer_project_setting
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+
summer_project_setting key="summer/local_play/players" value=2
|
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summer_play
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summer_get_diagnostics
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summer_stop
|
|
@@ -278,7 +278,7 @@ Restoring after a real restart can only be proven hosted.
|
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## See also
|
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- `
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- `
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- `
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- `summer-player-data` — progress that follows a player
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- `multiplayer-state` — the shared document this skill saves
|
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- `multiplayer-project` — `world.json` and the authority scene
|
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+
- `multiplayer-testing` — Local Play runs and markers
|
|
@@ -3,7 +3,7 @@
|
|
|
3
3
|
The motion model reads the skeleton's rest pose, hierarchy **and bone names**. Names carry
|
|
4
4
|
meaning: a bone called `LeftArm` borrows everything the model learned from human arms.
|
|
5
5
|
Rigs named like a human skeleton therefore animate far better than freeform names, even
|
|
6
|
-
on non-humans. Measured on cartoon flowers
|
|
6
|
+
on non-humans. Measured on cartoon flowers: with plant names (`Stem1`,
|
|
7
7
|
`LeafL1`) most prompts barely moved; the same rig with human names nodded, bowed,
|
|
8
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|
gestured and looked around on cue.
|
|
9
9
|
|
|
@@ -68,7 +68,7 @@ summer_generate_image(
|
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69
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Two things about the arguments:
|
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|
|
|
71
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-
- **There is no `image_size` and no `negative_prompt`.** `summer_generate_image` takes only `prompt`, `model`, `style`, `referenceImageUrl`, and `options`, and `options` only recognizes Nano Banana provider keys (`seed`, `outputFormat`, `safetyTolerance`, `syncMode`, `systemPrompt`, `limitGenerations`, `thinkingLevel`)
|
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+
- **There is no `image_size` and no `negative_prompt`.** `summer_generate_image` takes only `prompt`, `model`, `style`, `referenceImageUrl`, `removeBackground` and `options`, and `options` only recognizes Nano Banana provider keys (`seed`, `outputFormat`, `safetyTolerance`, `syncMode`, `systemPrompt`, `limitGenerations`, `thinkingLevel`). Anything else is dropped without an error, so the call looks like it worked. Put the negations in the prompt text. Square is what you get regardless — MCP images come back at the server's 1:1 default, which is exactly what a tileable texture wants.
|
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|
- **`style: "realistic"` is a no-op.** Only `cartoon` and `anime` append anything to the prompt; `realistic` and `none` append nothing, and any other value is coerced to `none`. The photographic look has to come from the prompt (`photographic detail`). Switching to `"none"` for stylized work likewise changes nothing on its own — change the prompt.
|
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74
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### 4. Import to project
|
|
@@ -13,7 +13,7 @@ paths: ["assets/video/**", "trailers/**", "marketing/**"]
|
|
|
13
13
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|
|
14
14
|
A trailer shot is not a cutscene and not a loop. It is a single, deliberately-composed beat designed to live inside an edit — Steam capsule video, social cut, pitch-deck reel, Discord teaser, Twitter promo. Every shot has to earn its slot in 5 seconds or less because viewer attention drops past that. This skill produces those shots one at a time, with strong composition references and trailer-grade prompting, then hands the user off to a non-linear editor (DaVinci Resolve, Premiere, CapCut) to chain them. **Studio doesn't ship a video editor** — generation is the part this skill owns; the cutting is yours.
|
|
15
15
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|
|
16
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-
If the user is generating a non-interactive narrative beat with dialogue, that's `
|
|
16
|
+
If the user is generating a non-interactive narrative beat with dialogue, that's `cinematic-cutscene`. If they want a seamless background loop for a splash screen, that's `animated-loop`. This skill is for the punchy stuff — the kind of shot that ends up on the Steam page or in the first 10 seconds of a launch trailer.
|
|
17
17
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|
|
18
18
|
## When to use
|
|
19
19
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|
|
@@ -26,9 +26,9 @@ If the user is generating a non-interactive narrative beat with dialogue, that's
|
|
|
26
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|
|
27
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|
## When NOT to use
|
|
28
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|
|
29
|
-
- Multi-shot story sequence with dialogue — `
|
|
30
|
-
- Seamless looping background — `
|
|
31
|
-
- Static marketing key art — `
|
|
29
|
+
- Multi-shot story sequence with dialogue — `cinematic-cutscene`.
|
|
30
|
+
- Seamless looping background — `animated-loop`.
|
|
31
|
+
- Static marketing key art — `concept-art` then `character-portrait`.
|
|
32
32
|
- Animated GIF of UI — that's a screen recording, not a generated video.
|
|
33
33
|
- A literal Steam trailer (the assembled cut) — generate the shots here, then take them to your NLE.
|
|
34
34
|
|
|
@@ -69,13 +69,13 @@ For pure environment / abstract / VFX shots, you can skip this and prompt text-t
|
|
|
69
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|
|
|
70
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|
The available models depend on whether you pass `imageUrl`. With a reference image (step 2) the call goes to the image-to-video route, which accepts only `ltx`, `kling`, and `minimax`; `kling-turbo` and `veo3` exist on the text-to-video route only, and pairing either with an `imageUrl` is a 400 `invalid_model`.
|
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|
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-
| Model | Text-to-video | Image-to-video |
|
|
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-
|
|
74
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-
| `kling` | yes | yes |
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| `kling` | yes | yes | 2-4 min | Default for trailer hero shots — best motion + composition |
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| `ltx` | yes | yes | ~30s | Cheapest. B-roll, throwaway tests, blocking the composition before committing |
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| `minimax` | yes | yes | 2-3 min | Anime / stylized trailer looks |
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| `kling-turbo` | yes | **no** | 1-2 min | Same look as kling, faster, slight quality dip — but you lose `imageUrl` |
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| `veo3` | yes | **no** | 3-5 min | Most expensive. Pitch deck for investors, the one shot that has to be perfect — but you lose `imageUrl` |
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Default: **`ltx` first to block the composition, then `kling` for the final**. For the *one* hero shot that drives the Steam page, escalate to `veo3` only if `kling` failed twice.
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Trailer footage usually lives on the user's local disk and goes straight into the NLE, where the generated `.mp4` is exactly what you want.
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For shots that double as **in-engine** splash content, transcode first — Summer Engine has no MP4 or WebM loader, and `.ogv` (Ogg Theora) is the only video container it can open. `summer_import_from_url` runs
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For shots that double as **in-engine** splash content, transcode first — Summer Engine has no MP4 or WebM loader, and `.ogv` (Ogg Theora) is the only video container it can open. `summer_import_from_url` runs the engine's import pipeline and rejects the file if it never becomes a loadable resource, so importing the `.mp4` fails outright rather than half-working.
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ffmpeg -i hero_boss_reveal.mp4 -c:v libtheora -q:v 8 -an hero_boss_reveal.ogv
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> 3-5. Action beats (slow-mo combat, environmental destruction)
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>
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> Score it with the music from `
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> Score it with the music from `music-track`. Add SFX hits on the cuts with `sound-effect`.
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## Reference card — prompts that work
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Pattern: `<archetype framing> + <subject> + <action verb> + <camera move> + <lighting / time of day> + <stylistic anchor>`. Keep under 50 words. Anchor with a reference image whenever a specific character or asset appears.
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| Slow-mo combat impact | `kling` | `mid shot of a swordsman striking a parry, sparks fly, time-dilation slow motion, dust and motion blur, dramatic side-light, cinematic` |
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| Establishing kingdom wide | `kling` | `wide aerial of a clifftop fortress at golden hour, slow dolly forward, low sun raking the towers, cinematic, anamorphic, faint heat haze` |
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| Splash screen card | `kling` | `static composition of a lone hooded figure on a windswept ridge, only the cloak and grass moving, dusk, painterly cinematic, room for title text upper third` |
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| Whip pan reveal | `kling` | `whip pan from left to right across a battlefield at night, lands on the protagonist standing alone among bodies, torches flickering, cinematic` |
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| Detail dolly-in | `kling` | `slow dolly-in on a glowing rune-etched sword embedded in stone, motes of magic rising, blue-cold key light, shallow depth of field, cinematic` |
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| Vertical social hero | `kling` | `vertical close-up of a young witch raising hands, magical wind, hair flowing, candle-warm key, cinematic, framed for 9:16` |
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| Pitch-deck premium shot | `veo3` | `wide cinematic of a fleet of airships emerging through cloud cover at dawn, slow truck forward, golden god-rays, soaring orchestral cinematic` |
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| Cheap B-roll iteration | `ltx` | `mid shot of a knight walking through fog, slow truck backward, dawn light, cinematic` |
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| Anime style hero | `minimax` | `anime-style hero girl draws a katana in slow motion, sakura petals swirling, dramatic side-light, dynamic camera, Ghibli painterly` |
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| Goal | Model | Prompt | Duration |
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| Hero boss reveal | `kling` | `low-angle hero shot of an armored dragon turning toward camera, slow tilt-up, volcanic backlight, embers in air, cinematic, anamorphic flare, 16mm grain` | 5s |
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| Slow-mo combat impact | `kling` | `mid shot of a swordsman striking a parry, sparks fly, time-dilation slow motion, dust and motion blur, dramatic side-light, cinematic` | 5s |
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| Establishing kingdom wide | `kling` | `wide aerial of a clifftop fortress at golden hour, slow dolly forward, low sun raking the towers, cinematic, anamorphic, faint heat haze` | 5s |
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| Splash screen card | `kling` | `static composition of a lone hooded figure on a windswept ridge, only the cloak and grass moving, dusk, painterly cinematic, room for title text upper third` | 5s |
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| Whip pan reveal | `kling` | `whip pan from left to right across a battlefield at night, lands on the protagonist standing alone among bodies, torches flickering, cinematic` | 5s |
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| Detail dolly-in | `kling` | `slow dolly-in on a glowing rune-etched sword embedded in stone, motes of magic rising, blue-cold key light, shallow depth of field, cinematic` | 5s |
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| Vertical social hero | `kling` | `vertical close-up of a young witch raising hands, magical wind, hair flowing, candle-warm key, cinematic, framed for 9:16` | 5s |
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| Pitch-deck premium shot | `veo3` | `wide cinematic of a fleet of airships emerging through cloud cover at dawn, slow truck forward, golden god-rays, soaring orchestral cinematic` | 5s |
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| Cheap B-roll iteration | `ltx` | `mid shot of a knight walking through fog, slow truck backward, dawn light, cinematic` | 5s |
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| Anime style hero | `minimax` | `anime-style hero girl draws a katana in slow motion, sakura petals swirling, dramatic side-light, dynamic camera, Ghibli painterly` | 5s |
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### Bad prompts and why
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- **Trying to chain shots inside one video generation.** Each clip is one beat. The cut between shots is the editor's job, not the model's. A 10s prompt with three actions returns mush.
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- **Skipping the reference image for the hero shot.** The boss in the Steam capsule must look like the boss in the game. Always lock identity with `imageUrl`.
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- **Using `veo3` for B-roll.**
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- **Using `veo3` for B-roll.** Use `ltx` for blocking and B-roll; reserve `veo3` for the one shot that has to be perfect.
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- **Generating shots without composing the trailer first.** Make a 6-shot list before generating shot 1. Otherwise you'll generate shots that don't intercut.
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- **Assuming `aspectRatio="9:16"` reframed an image-to-video call.** It is ignored whenever `imageUrl` is set — the reference image decides the framing. Pillarboxed 16:9 on TikTok / Reels / Shorts reads as a desktop YouTube embed and gets demoted by the algorithm, so fix the reference, not the argument.
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- **Treating `summer_generate_video` as synchronous.** It returns `{ queued: true, jobId }` and no URL. Poll `summer_check_job` before handing the user a link.
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## Edge cases
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- **Steam capsule animated header (Steam asset).** Steam wants `.webm` at 616x353 or 1920x1080, ≤6s, 30fps, no audio, ≤4MB. Generate at 16:9, transcode in DaVinci, export `.webm` with VP9. The video model gives you the source; format conversion is on you.
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- **Pitch deck for investors.** One shot, `veo3`, money composition (low-angle hero or wide establishing).
|
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- **Pitch deck for investors.** One shot, `veo3`, money composition (low-angle hero or wide establishing).
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- **Vertical for TikTok / Shorts.** The reference image must genuinely be portrait — `aspectRatio` is ignored once `imageUrl` is set. Frame the subject in the upper-middle so titles can sit at the bottom.
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- **Subject is a UGC environment the player built.** Take a screenshot of the in-engine view, run it through `summer_generate_image` as `referenceImageUrl` to "upgrade" the look, then use that as the video reference. The model can stylize a screenshot; it can't invent the user's level.
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- **Logo splash with motion graphics.** Generate a static logo card in `summer_generate_image` (or use the user's existing logo PNG), then prompt video as `static composition of <logo>, only background particles drifting, cinematic, room for title text` — keep the foreground motionless.
|
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> Generated 6 shots, ready for the cut. Next:
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> - Take them into DaVinci Resolve (free) or Premiere. Studio doesn't cut video.
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> - Score the trailer with `
|
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> - Add hit SFX on the cuts with `
|
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> - For the title-card splash that ships in-engine, hand off to `
|
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> - For a narrative beat inside the trailer (a 10s "story" segment), hand off to `
|
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+
> - Score the trailer with `music-track` — a 60-second trailer cue with a swell and a cold ending.
|
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+
> - Add hit SFX on the cuts with `sound-effect` (impact whooshes between shots).
|
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> - For the title-card splash that ships in-engine, hand off to `animated-loop` with the established palette.
|
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+
> - For a narrative beat inside the trailer (a 10s "story" segment), hand off to `cinematic-cutscene`.
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## See also
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- `
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- `
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- `
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- `
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- `
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- `cinematic-cutscene` — narrative beats with dialogue.
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- `animated-loop` — seamless background clips for splash screens / title menus.
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+
- `music-track` — trailer score.
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+
- `sound-effect` — cut SFX (whooshes, impacts, stingers).
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+
- `concept-art` — generate the reference image axis when no asset exists yet.
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- `../../references/mcp-tools-reference/mcp-tools-reference.md` — `summer_generate_video` parameter schema and error codes.
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: tune-performance
|
|
3
|
-
description: "Profile a slow game
|
|
3
|
+
description: "Profile a slow game with a measurement probe, identify rendering/physics/scripting hotspots, propose fixes with before/after metric expectations."
|
|
4
4
|
license: MIT
|
|
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|
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
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|
category: performance
|
|
@@ -23,7 +23,7 @@ Performance tuning without measurement is gambling. This skill enforces a measur
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|
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|
24
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> What's slow? Pick the closest: framerate drops in scene X / startup is long / freezes for a moment / runs fine on my machine but bad on hardware Y.
|
|
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25
|
|
|
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|
-
Wait
|
|
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|
+
Wait for the answer. It narrows where to look:
|
|
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27
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|
|
28
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|
| Symptom | Likely subsystem |
|
|
29
29
|
|---|---|
|
|
@@ -75,7 +75,7 @@ Write the returned numbers down before fixing anything. Drive the probe to the s
|
|
|
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|
|
|
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|
**Never profile with `--headless`.** A headless instance has no renderer: `RENDER_TOTAL_DRAW_CALLS_IN_FRAME` and `RENDER_TOTAL_OBJECTS_IN_FRAME` read `0.0`, and the FPS figure is an uncapped loop rate, not the game's framerate. The verify instance is windowed-offscreen precisely so the numbers are real.
|
|
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|
|
|
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|
-
**
|
|
78
|
+
**Fallback (engine not running at all):** ask the user to open the editor's built-in monitors (Debugger → Monitors) or print `Performance.get_monitor` values in game, and paste the numbers. At minimum: FPS, frame time, draw calls, physics active objects.
|
|
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|
|
|
80
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|
### 3. Identify the dominant cost
|
|
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|
|
|
@@ -91,7 +91,7 @@ Decision tree:
|
|
|
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|
|
|
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### 4a. Rendering hotspot
|
|
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|
|
|
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|
-
Common
|
|
94
|
+
Common rendering costs, ordered by frequency:
|
|
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95
|
|
|
96
96
|
| Pattern | Symptom | Fix |
|
|
97
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|
|---|---|---|
|
|
@@ -105,8 +105,8 @@ Common Godot 4.x rendering costs, ordered by frequency:
|
|
|
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105
|
To inspect a suspect node:
|
|
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106
|
|
|
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107
|
```
|
|
108
|
-
summer_inspect_node "./World/Enemy"
|
|
109
|
-
summer_inspect_resource "./World/Enemy" #
|
|
108
|
+
summer_inspect_node path:"./World/Enemy"
|
|
109
|
+
summer_inspect_resource nodePath:"./World/Enemy" property:"mesh" # mesh/material/shape details
|
|
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|
```
|
|
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111
|
|
|
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|
**Bakes: know which process can run them.** `LightmapGI.bake(from_node, image_data_path)` IS script-bound on this build — run it from `summer_run_script` in the live editor (the GPU lightmapper needs a real renderer: desktop editors have one, cloud containers need xvfb + GL per `running-in-the-cloud`, and pure-headless returns `BAKE_ERROR_NO_LIGHTMAPPER`). The `OccluderInstance3D` bake remains editor-button only — say so rather than reporting it as applied. Navmesh baking, collision-shape generation from meshes, and `ImporterMesh.generate_lods` are all scriptable and remain yours to do.
|
|
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|
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|---|---|
|
|
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| 100+ active RigidBody3D | Sleep them when idle (`can_sleep = true`), or convert to Area3D where collision response isn't needed |
|
|
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|
| Concave collision shapes on dynamic bodies | Convert to ConvexPolygonShape3D or compound primitives (sphere/capsule/box). Concave costs 5–20x more. |
|
|
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|
-
| Physics tick
|
|
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|
+
| Physics tick rate raised above the 60 Hz default | Lower `physics/common/physics_ticks_per_second` back to 60 if visual smoothness allows |
|
|
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|
| Per-frame raycast in `_physics_process` | Cache the result, raycast every N frames, or use ShapeCast3D |
|
|
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| Hundreds of overlap queries | Use Area3D with `monitoring = true` only on the bodies that need to detect — turn it off on environment |
|
|
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|
|
@@ -142,13 +142,13 @@ Fixes:
|
|
|
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|
- Cache the group lookup in `_ready()` if the group composition is stable.
|
|
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143
|
- Move per-frame work to a timer at 10 Hz (`_on_timer_timeout`), not 60 Hz.
|
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|
- Replace `distance_to` with `distance_squared_to` in comparisons (no sqrt).
|
|
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|
-
-
|
|
145
|
+
- Move a truly per-frame hot loop to C# or a GDExtension.
|
|
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|
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|
### 4d. Frame time spikes (jitter)
|
|
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|
|
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|
If FPS is good but frame time spikes:
|
|
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|
|
|
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|
-
- **Shader compilation**:
|
|
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|
+
- **Shader compilation**: warm shaders up during a loading screen by rendering each material once off-screen.
|
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|
- **GC / object allocation**: `var x := []` inside `_process` allocates each frame. Pre-allocate.
|
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|
- **Async resource load**: ensure `ResourceLoader.load_threaded_request` is finished before referencing.
|
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|
|
@@ -217,7 +217,7 @@ Compare: was the metric movement at least 50% of what was promised? If yes, ship
|
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|
- **"Just disable VSync to see real FPS."** Disabling VSync helps you measure, but performance work targets perceived smoothness (16.7 ms, locked). Re-enable before shipping.
|
|
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|
- **Premature C++ rewrite.** A GDScript hotpath at 5% of frame time isn't the bottleneck. Profile first.
|
|
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|
- **"It's slow on user machines, must be the GPU."** Often it's resolution scale + shadow quality + GI settings. Add a quality preset switcher first.
|
|
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|
-
- **Threading gameplay code.**
|
|
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|
+
- **Threading gameplay code.** The scene tree isn't thread-safe. Threading is for asset load, network, AI compute — not `_physics_process`.
|
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## Collaborative protocol
|
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|
|
@@ -233,6 +233,6 @@ No template — this is a workflow. Performance tuning is project-specific by de
|
|
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- `../../references/godot-version/godot-version.md` — renderer API churn notes (Compositor, RenderSceneBuffers)
|
|
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|
- `../../references/collaborative-protocol/collaborative-protocol.md` — "May I write" pattern
|
|
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- `../../references/gd-style/gd-style.md` — GDScript conventions (avoid bare types, use `:=`)
|
|
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|
-
- `
|
|
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|
-
- `
|
|
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|
-
- `
|
|
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|
+
- `debug` — bug triage (related but different)
|
|
237
|
+
- `diagnosing-perf-regressions` — when it *got* slow rather than always was
|
|
238
|
+
- `3d-lighting` — light setup and bake decisions
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/tune-performance
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.3
|
|
4
|
-
summary: Profile a slow game
|
|
4
|
+
summary: Profile a slow game with a measurement probe, identify rendering/physics/scripting hotspots, propose fixes with before/after metric expectations.
|
|
5
5
|
use_when:
|
|
6
6
|
- the game is slow, drops framerate, stutters, takes forever to start, or runs poorly on specific hardware
|
|
7
7
|
- fps drops or stutter when many units, projectiles, or particles spawn at once and the hotspot is unknown
|
|
@@ -77,7 +77,7 @@ Pattern:
|
|
|
77
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|
<asset class> of <subject>, game UI, <anchor style>, flat design, clean edges, transparent background, centered, isolated
|
|
78
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|
```
|
|
79
79
|
|
|
80
|
-
`isolated` is load-bearing. For the background, **do not rely on the prompt** — pass `
|
|
80
|
+
`isolated` is load-bearing. For the background, **do not rely on the prompt** — pass `removeBackground: true`, which runs a real background-removal pass after generation and returns a PNG with true alpha. That is the single highest-value argument in this skill, and it is the actual fix for the checkerboard failure listed below: models asked for a "transparent background" in text frequently paint the checkerboard.
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|
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|
|
82
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|
### 5. Generate
|
|
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83
|
|
|
@@ -87,11 +87,11 @@ summer_generate_image(
|
|
|
87
87
|
prompt="ability icon for a fire spell, glowing flame in cupped hand, game UI, flat design with subtle gradient and soft inner shadow, 2px deep navy outline, gold and parchment palette, rounded square frame, centered, isolated on a plain background. Not photorealistic, no 3D render, no scene background, not busy, no multiple objects.",
|
|
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|
model="nano-banana-2",
|
|
89
89
|
style="none",
|
|
90
|
-
|
|
90
|
+
removeBackground=true
|
|
91
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|
)
|
|
92
92
|
```
|
|
93
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|
|
|
94
|
-
`image_size` and `negative_prompt` do not exist on this tool and are dropped without an error — the negations have to live in the prompt text, and the size is fixed.
|
|
94
|
+
`image_size` and `negative_prompt` do not exist on this tool and are dropped without an error — the negations have to live in the prompt text, and the size is fixed.
|
|
95
95
|
|
|
96
96
|
**Button (3 states in 3 calls):**
|
|
97
97
|
```
|
|
@@ -164,7 +164,7 @@ If you generate a 4×4 grid of icons in one image, each icon becomes an `AtlasTe
|
|
|
164
164
|
| Bad | Failure mode |
|
|
165
165
|
|---|---|
|
|
166
166
|
| `cool button` | No subject, no anchor. Returns a generic button on a card background. |
|
|
167
|
-
| `transparent button with icon` | Model often renders a checkerboard "transparent" pattern as the actual fill. There is no negative-prompt argument to counter it — drop the word "transparent" from the prompt entirely and pass `
|
|
167
|
+
| `transparent button with icon` | Model often renders a checkerboard "transparent" pattern as the actual fill. There is no negative-prompt argument to counter it — drop the word "transparent" from the prompt entirely and pass `removeBackground: true` instead. |
|
|
168
168
|
| `8 ability icons in one image` | Inconsistent style across the 8. Generate one at a time with the same anchor. |
|
|
169
169
|
| `realistic 3D rendered button` | Conflicts with flat-UI. Stay flat. |
|
|
170
170
|
| `button with the word "Play"` on it | Models render text badly. Add text in Summer Engine via a `Label` over the button, not in the texture. |
|
|
@@ -175,7 +175,7 @@ If you generate a 4×4 grid of icons in one image, each icon becomes an `AtlasTe
|
|
|
175
175
|
- **Letting the model render text.** Diffusion models cannot render reliable
|
|
176
176
|
text. Always overlay text in Summer Engine with a `Label` node. The button
|
|
177
177
|
texture is the frame; the label is the word.
|
|
178
|
-
- **Forgetting `
|
|
178
|
+
- **Forgetting `removeBackground: true`.** Default is opaque. Prompting for "transparent background" instead is what produces the painted-checkerboard failure below — the option runs a real alpha pass and does not.
|
|
179
179
|
- **Expecting `style` to do the work.** Only `cartoon` and `anime` append anything; `realistic` and `none` append nothing, and any other value is coerced to `none`. `style: "none"` is right for UI, but "flat design" has to be in the prompt regardless.
|
|
180
180
|
- **NinePatch with no border-vs-center distinction.** The 9-slice scaling smears the border into the center.
|
|
181
181
|
- **Mipmaps on UI.** UI textures shouldn't mipmap — they're displayed at 1:1 or near it. Mipmaps waste memory and blur sharp edges.
|
|
@@ -187,7 +187,7 @@ If you generate a 4×4 grid of icons in one image, each icon becomes an `AtlasTe
|
|
|
187
187
|
`STRETCH_KEEP_ASPECT_CENTERED` scales it down cleanly.
|
|
188
188
|
- **User wants pixel-style UI.** Route to `pixel-art` — different prompt pattern, different filter, different anchor.
|
|
189
189
|
- **User wants animated UI (spinning loading icon).** Generate the static frame here. Animate via `AnimationPlayer` rotating the `TextureRect`, not as a sprite sheet.
|
|
190
|
-
- **Transparency comes back as a checkerboard pattern in the image.** The model rendered the checkerboard literally because the prompt asked for transparency. Remove every mention of transparency from the prompt, generate on a plain background, and pass `
|
|
190
|
+
- **Transparency comes back as a checkerboard pattern in the image.** The model rendered the checkerboard literally because the prompt asked for transparency. Remove every mention of transparency from the prompt, generate on a plain background, and pass `removeBackground: true` to cut the alpha server-side.
|
|
191
191
|
- **Icons need to read at very small size (16-24px in a packed bar).** Bias prompts toward bold silhouette + minimal interior detail. Ornate detail is invisible at 16px and adds noise.
|
|
192
192
|
|
|
193
193
|
## Fallback (no MCP)
|
|
@@ -199,7 +199,7 @@ summer_generate_image(
|
|
|
199
199
|
prompt="<asset + anchor>, isolated on a plain background. No scene background, not photorealistic, no 3D, not busy.",
|
|
200
200
|
model="nano-banana-2",
|
|
201
201
|
style="none",
|
|
202
|
-
|
|
202
|
+
removeBackground=true
|
|
203
203
|
)
|
|
204
204
|
```
|
|
205
205
|
|