summer-engine 3.8.0 → 4.2.0
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.
- package/.claude-plugin/marketplace.json +2 -13
- package/.claude-plugin/plugin.json +24 -22
- package/.codex-plugin/plugin.json +18 -22
- package/.cursor-plugin/plugin.json +8 -14
- package/.factory-plugin/plugin.json +6 -13
- package/AGENTS.md +19 -12
- package/CHANGELOG.md +133 -0
- package/GEMINI.md +3 -3
- package/README.md +118 -37
- package/assets/icon.png +0 -0
- package/commands/start.md +71 -0
- package/commands/summer.md +3 -2
- package/dist/cli/banner.js +3 -0
- package/dist/cli/commands/config.js +3 -2
- package/dist/cli/commands/create.js +12 -3
- package/dist/cli/commands/list.d.ts +5 -0
- package/dist/cli/commands/list.js +30 -13
- package/dist/cli/commands/login.d.ts +27 -0
- package/dist/cli/commands/login.js +58 -12
- package/dist/cli/commands/memory.js +6 -2
- package/dist/cli/commands/ops.d.ts +64 -0
- package/dist/cli/commands/ops.js +329 -0
- package/dist/cli/commands/setup.d.ts +4 -0
- package/dist/cli/commands/setup.js +254 -26
- package/dist/cli/commands/skills.js +28 -11
- package/dist/cli/commands/status.d.ts +26 -0
- package/dist/cli/commands/status.js +36 -21
- package/dist/cli/index.js +7 -0
- package/dist/core/agent-host.d.ts +65 -0
- package/dist/core/agent-host.js +193 -0
- package/dist/core/capabilities/agent-playbook.d.ts +3 -0
- package/dist/core/capabilities/agent-playbook.js +54 -2
- package/dist/core/capabilities/apps.d.ts +33 -10
- package/dist/core/capabilities/apps.js +25 -12
- package/dist/core/capabilities/audit/args.d.ts +6 -6
- package/dist/core/capabilities/doctor.d.ts +3 -0
- package/dist/core/capabilities/doctor.js +20 -15
- package/dist/core/capabilities/fabricate-mesh.d.ts +4 -4
- package/dist/core/capabilities/game-task-plan.d.ts +12 -6
- package/dist/core/capabilities/game-task-plan.js +80 -5
- package/dist/core/capabilities/hdri-import.d.ts +2 -2
- package/dist/core/capabilities/motion-generation.d.ts +2 -2
- package/dist/core/capabilities/motion-generation.js +2 -2
- package/dist/core/capabilities/navigation/open.d.ts +6 -2
- package/dist/core/capabilities/navigation/open.js +3 -0
- package/dist/core/capabilities/placement.d.ts +23 -23
- package/dist/core/capabilities/publish-build.js +2 -0
- package/dist/core/capabilities/runtime-control.d.ts +42 -42
- package/dist/core/capabilities/scene-script-target.d.ts +17 -0
- package/dist/core/capabilities/scene-script-target.js +70 -0
- package/dist/core/capabilities/seeing/args.d.ts +16 -16
- package/dist/core/capabilities/sfx-choices.d.ts +4 -0
- package/dist/core/capabilities/sfx-choices.js +13 -6
- package/dist/core/capabilities/tool-dispatch.d.ts +12 -3
- package/dist/core/capabilities/tool-dispatch.js +81 -46
- package/dist/core/capabilities/ui-control.d.ts +2 -2
- package/dist/core/capabilities/world-snapshot.d.ts +4 -4
- package/dist/core/embeddings.d.ts +2 -0
- package/dist/core/embeddings.js +1 -1
- package/dist/core/error-codes.d.ts +62 -0
- package/dist/core/error-codes.js +97 -0
- package/dist/core/format.d.ts +2 -0
- package/dist/core/format.js +2 -1
- package/dist/core/hosted-mcp.d.ts +22 -0
- package/dist/core/hosted-mcp.js +56 -1
- package/dist/core/library-read.js +5 -0
- package/dist/core/library-search.d.ts +2 -2
- package/dist/core/library-search.js +2 -1
- package/dist/core/oauth.js +4 -0
- package/dist/core/ops/areas.d.ts +11 -0
- package/dist/core/ops/areas.js +24 -0
- package/dist/core/ops/catalog.d.ts +45 -0
- package/dist/core/ops/catalog.js +157 -0
- package/dist/core/ops/cloud.d.ts +64 -0
- package/dist/core/ops/cloud.js +198 -0
- package/dist/core/ops/contract.d.ts +120 -0
- package/dist/core/ops/contract.js +134 -0
- package/dist/core/ops/engine-answer.d.ts +25 -0
- package/dist/core/ops/engine-answer.js +117 -0
- package/dist/core/ops/engine.d.ts +55 -0
- package/dist/core/ops/engine.js +649 -0
- package/dist/core/ops/public-catalog.d.ts +48 -0
- package/dist/core/ops/public-catalog.js +56 -0
- package/dist/core/ops/save-files.d.ts +78 -0
- package/dist/core/ops/save-files.js +419 -0
- package/dist/core/ops/search.d.ts +8 -0
- package/dist/core/ops/search.js +187 -0
- package/dist/core/skills-registry.d.ts +16 -1
- package/dist/core/skills-registry.js +35 -2
- package/dist/core/telemetry.d.ts +32 -0
- package/dist/core/telemetry.js +38 -10
- package/dist/core/tool-profiles.d.ts +25 -0
- package/dist/core/tool-profiles.js +41 -0
- package/dist/installer/agent-config.d.ts +17 -4
- package/dist/installer/agent-config.js +27 -6
- package/dist/installer/agent-table.d.ts +12 -0
- package/dist/installer/agent-table.js +33 -9
- package/dist/installer/cli-permissions.d.ts +65 -0
- package/dist/installer/cli-permissions.js +182 -0
- package/dist/installer/setup.d.ts +4 -0
- package/dist/installer/setup.js +12 -4
- package/dist/installer/skills-refresh.d.ts +29 -0
- package/dist/installer/skills-refresh.js +261 -0
- package/dist/installer/version-check.d.ts +51 -11
- package/dist/installer/version-check.js +147 -37
- package/dist/mcp/command.js +7 -0
- package/dist/mcp/hosted-mount.d.ts +27 -2
- package/dist/mcp/hosted-mount.js +53 -23
- package/dist/mcp/legacy-toolset.d.ts +27 -0
- package/dist/mcp/legacy-toolset.js +43 -0
- package/dist/mcp/ops-surface.d.ts +59 -0
- package/dist/mcp/ops-surface.js +453 -0
- package/dist/mcp/server.d.ts +45 -11
- package/dist/mcp/server.js +263 -89
- package/dist/mcp/tool-results.d.ts +26 -0
- package/dist/mcp/tool-results.js +81 -0
- package/dist/mcp/tool-surface.d.ts +65 -0
- package/dist/mcp/tool-surface.js +317 -0
- package/dist/mcp/tools/app-tools.js +9 -2
- package/dist/mcp/tools/asset-tools.js +55 -53
- package/dist/mcp/tools/audit-tools.js +21 -21
- package/dist/mcp/tools/debug-tools.js +6 -6
- package/dist/mcp/tools/fabricate-tools.js +6 -6
- package/dist/mcp/tools/generate-tools.js +76 -70
- package/dist/mcp/tools/project-tools.d.ts +9 -4
- package/dist/mcp/tools/project-tools.js +16 -10
- package/dist/mcp/tools/scene-tools.js +12 -23
- package/dist/mcp/tools/script-tools.js +9 -5
- package/dist/mcp/tools/with-engine.d.ts +6 -0
- package/dist/mcp/tools/with-engine.js +19 -0
- package/dist/project-memory/agent-instructions.d.ts +47 -0
- package/dist/project-memory/agent-instructions.js +226 -0
- package/gemini-extension.json +6 -13
- package/hooks/pre-commit-doctor.sh +5 -4
- package/hooks/session-start.sh +24 -28
- package/integrations/README.md +1 -1
- package/integrations/claude/README.md +6 -0
- package/integrations/claude/manifest-target.json +4 -0
- package/integrations/claude-desktop/README.md +1 -1
- package/integrations/copilot-jetbrains/README.md +1 -1
- package/integrations/gemini/README.md +11 -0
- package/integrations/junie/README.md +1 -1
- package/integrations/lm-studio/README.md +1 -1
- package/integrations/trae/README.md +1 -1
- package/integrations/visual-studio/README.md +1 -1
- package/integrations/windsurf/README.md +1 -1
- package/library/references/mcp-tools-reference/mcp-tools-reference.md +79 -51
- package/library/references/mcp-tools-reference/resource.yaml +1 -1
- package/library/references/product-map/resource.yaml +2 -2
- package/library/skills/3d-lighting/SKILL.md +69 -28
- package/library/skills/3d-lighting/resource.yaml +1 -1
- package/library/skills/README.md +121 -118
- package/library/skills/adaptive-music/SKILL.md +40 -23
- package/library/skills/adaptive-music/resource.yaml +1 -1
- package/library/skills/agent-playtesting/SKILL.md +23 -1
- package/library/skills/agent-playtesting/resource.yaml +1 -1
- package/library/skills/ai-characters-in-games/SKILL.md +16 -1
- package/library/skills/ai-characters-in-games/resource.yaml +1 -1
- package/library/skills/ambient-bed/SKILL.md +38 -13
- package/library/skills/ambient-bed/resource.yaml +1 -1
- package/library/skills/animated-loop/SKILL.md +60 -32
- package/library/skills/animated-loop/resource.yaml +1 -1
- package/library/skills/animation-tree/SKILL.md +27 -1
- package/library/skills/animation-tree/resource.yaml +1 -1
- package/library/skills/art-direction/SKILL.md +17 -3
- package/library/skills/art-direction/resource.yaml +1 -1
- package/library/skills/asset-strategy/SKILL.md +51 -4
- package/library/skills/asset-strategy/resource.yaml +2 -1
- package/library/skills/audio-direction/SKILL.md +26 -10
- package/library/skills/audio-direction/resource.yaml +1 -1
- package/library/skills/auto-fire-targeting/SKILL.md +15 -1
- package/library/skills/auto-fire-targeting/resource.yaml +1 -1
- package/library/skills/bounded-engine-runs/SKILL.md +1 -1
- package/library/skills/bounded-engine-runs/resource.yaml +1 -1
- package/library/skills/brainstorm-game/SKILL.md +14 -1
- package/library/skills/brainstorm-game/resource.yaml +1 -1
- package/library/skills/brainstorming/SKILL.md +1 -1
- package/library/skills/brainstorming/resource.yaml +1 -1
- package/library/skills/browse-templates/SKILL.md +11 -1
- package/library/skills/browse-templates/resource.yaml +1 -1
- package/library/skills/camera-rigs/SKILL.md +22 -2
- package/library/skills/camera-rigs/resource.yaml +1 -1
- package/library/skills/celeste-momentum-platforming/resource.yaml +1 -0
- package/library/skills/character-animation-wiring/SKILL.md +28 -4
- package/library/skills/character-animation-wiring/resource.yaml +1 -1
- package/library/skills/character-model/SKILL.md +83 -47
- package/library/skills/character-model/resource.yaml +1 -1
- package/library/skills/character-movement/SKILL.md +27 -3
- package/library/skills/character-movement/resource.yaml +1 -1
- package/library/skills/character-portrait/SKILL.md +39 -19
- package/library/skills/character-portrait/resource.yaml +1 -1
- package/library/skills/cinematic-cutscene/SKILL.md +79 -46
- package/library/skills/cinematic-cutscene/resource.yaml +1 -1
- package/library/skills/combat-basics/SKILL.md +20 -1
- package/library/skills/combat-basics/resource.yaml +1 -1
- package/library/skills/compatibility-renderer-traps/SKILL.md +12 -1
- package/library/skills/compatibility-renderer-traps/resource.yaml +1 -1
- package/library/skills/concept-art/SKILL.md +29 -12
- package/library/skills/concept-art/resource.yaml +1 -1
- package/library/skills/concept-to-level/SKILL.md +258 -0
- package/library/skills/concept-to-level/references/technical-rules.md +150 -0
- package/library/skills/concept-to-level/resource.yaml +44 -0
- package/library/skills/create-asset-sheet/SKILL.md +37 -13
- package/library/skills/create-asset-sheet/resource.yaml +1 -1
- package/library/skills/debug/SKILL.md +34 -2
- package/library/skills/debug/resource.yaml +1 -1
- package/library/skills/debugging-game-feel/SKILL.md +13 -1
- package/library/skills/debugging-game-feel/resource.yaml +1 -1
- package/library/skills/design-level/SKILL.md +40 -35
- package/library/skills/design-level/resource.yaml +1 -1
- package/library/skills/design-mechanic/SKILL.md +18 -1
- package/library/skills/design-mechanic/resource.yaml +1 -1
- package/library/skills/design-npc/SKILL.md +43 -24
- package/library/skills/design-npc/resource.yaml +1 -1
- package/library/skills/diagnosing-perf-regressions/SKILL.md +13 -1
- package/library/skills/diagnosing-perf-regressions/resource.yaml +1 -1
- package/library/skills/driving-the-editor-ui/SKILL.md +24 -1
- package/library/skills/driving-the-editor-ui/resource.yaml +1 -1
- package/library/skills/environment-kit/SKILL.md +43 -16
- package/library/skills/environment-kit/resource.yaml +1 -1
- package/library/skills/export-and-ship/SKILL.md +29 -6
- package/library/skills/export-and-ship/resource.yaml +1 -1
- package/library/skills/fabricating-assets/SKILL.md +30 -7
- package/library/skills/fabricating-assets/resource.yaml +3 -3
- package/library/skills/facial-and-lipsync/SKILL.md +36 -15
- package/library/skills/facial-and-lipsync/resource.yaml +1 -1
- package/library/skills/fps-controller/SKILL.md +50 -41
- package/library/skills/fps-controller/resource.yaml +1 -1
- package/library/skills/game-feel/SKILL.md +34 -8
- package/library/skills/game-feel/resource.yaml +1 -1
- package/library/skills/gameskill/SKILL.md +15 -4
- package/library/skills/gameskill/resource.yaml +1 -1
- package/library/skills/gdscript-patterns/SKILL.md +16 -1
- package/library/skills/gdscript-patterns/resource.yaml +1 -1
- package/library/skills/generate-motion/SKILL.md +51 -21
- package/library/skills/generate-motion/resource.yaml +1 -1
- package/library/skills/godogen-visual-proof-game-generation/SKILL.md +18 -1
- package/library/skills/godogen-visual-proof-game-generation/resource.yaml +1 -0
- package/library/skills/grow-analytics/SKILL.md +13 -3
- package/library/skills/grow-analytics/resource.yaml +1 -1
- package/library/skills/headless-scripting/SKILL.md +14 -1
- package/library/skills/headless-scripting/resource.yaml +1 -1
- package/library/skills/in-game-purchases/SKILL.md +12 -1
- package/library/skills/in-game-purchases/resource.yaml +1 -1
- package/library/skills/instantiate-asset-pack/SKILL.md +19 -2
- package/library/skills/instantiate-asset-pack/resource.yaml +1 -1
- package/library/skills/lumera-single-image-scene-reconstruction/resource.yaml +1 -0
- package/library/skills/make-game/SKILL.md +33 -4
- package/library/skills/make-game/references/2d-platformer.md +1 -1
- package/library/skills/make-game/references/3d-fps.md +1 -1
- package/library/skills/make-game/references/3d-horror.md +1 -1
- package/library/skills/make-game/references/3d-third-person.md +2 -2
- package/library/skills/make-game/resource.yaml +1 -1
- package/library/skills/multiplayer/SKILL.md +13 -1
- package/library/skills/multiplayer/resource.yaml +1 -1
- package/library/skills/multiplayer-movement/SKILL.md +19 -1
- package/library/skills/multiplayer-movement/resource.yaml +1 -1
- package/library/skills/multiplayer-project/SKILL.md +18 -1
- package/library/skills/multiplayer-project/resource.yaml +1 -1
- package/library/skills/multiplayer-publish/SKILL.md +25 -7
- package/library/skills/multiplayer-publish/resource.yaml +3 -3
- package/library/skills/multiplayer-state/SKILL.md +17 -1
- package/library/skills/multiplayer-state/resource.yaml +1 -1
- package/library/skills/multiplayer-testing/SKILL.md +16 -1
- package/library/skills/multiplayer-testing/resource.yaml +1 -1
- package/library/skills/music-track/SKILL.md +38 -13
- package/library/skills/music-track/resource.yaml +1 -1
- package/library/skills/navigate-summer/SKILL.md +26 -9
- package/library/skills/navigate-summer/resource.yaml +1 -1
- package/library/skills/new-project/SKILL.md +12 -1
- package/library/skills/new-project/resource.yaml +1 -1
- package/library/skills/organic-model/SKILL.md +48 -18
- package/library/skills/organic-model/resource.yaml +1 -1
- package/library/skills/pixel-art/SKILL.md +42 -23
- package/library/skills/pixel-art/resource.yaml +1 -1
- package/library/skills/play/SKILL.md +19 -1
- package/library/skills/play/resource.yaml +1 -1
- package/library/skills/playtesting-a-feature/SKILL.md +24 -1
- package/library/skills/playtesting-a-feature/resource.yaml +1 -1
- package/library/skills/procedural-animation/SKILL.md +38 -16
- package/library/skills/procedural-animation/resource.yaml +1 -1
- package/library/skills/prop-model/SKILL.md +48 -19
- package/library/skills/prop-model/resource.yaml +1 -1
- package/library/skills/psx-retro-rendering/resource.yaml +1 -0
- package/library/skills/publish-your-game/SKILL.md +43 -6
- package/library/skills/publish-your-game/resource.yaml +3 -3
- package/library/skills/realtime-wet-surfaces/resource.yaml +1 -0
- package/library/skills/release-readiness/SKILL.md +13 -1
- package/library/skills/release-readiness/resource.yaml +1 -1
- package/library/skills/remote-deploy/SKILL.md +15 -1
- package/library/skills/remote-deploy/resource.yaml +1 -1
- package/library/skills/retarget/SKILL.md +43 -20
- package/library/skills/retarget/resource.yaml +1 -1
- package/library/skills/running-in-the-cloud/SKILL.md +11 -1
- package/library/skills/running-in-the-cloud/resource.yaml +1 -1
- package/library/skills/save-load/SKILL.md +16 -1
- package/library/skills/save-load/resource.yaml +1 -1
- package/library/skills/scene-composition/SKILL.md +18 -1
- package/library/skills/scene-composition/resource.yaml +1 -1
- package/library/skills/scene-hierarchy-design/SKILL.md +26 -2
- package/library/skills/scene-hierarchy-design/resource.yaml +1 -1
- package/library/skills/scene-scripting/SKILL.md +96 -636
- package/library/skills/scene-scripting/references/ctx-api.md +184 -0
- package/library/skills/scene-scripting/references/recipes-2d-ui.md +193 -0
- package/library/skills/scene-scripting/references/recipes-3d.md +280 -0
- package/library/skills/scene-scripting/resource.yaml +4 -4
- package/library/skills/scene-to-level/SKILL.md +24 -2
- package/library/skills/scene-to-level/resource.yaml +1 -1
- package/library/skills/skill-create/resource.yaml +1 -0
- package/library/skills/skill-improve/resource.yaml +1 -0
- package/library/skills/skill-test/SKILL.md +12 -2
- package/library/skills/skill-test/resource.yaml +1 -0
- package/library/skills/skintokens-auto-rigging/resource.yaml +1 -0
- package/library/skills/skybox-panorama/SKILL.md +47 -21
- package/library/skills/skybox-panorama/resource.yaml +1 -1
- package/library/skills/sound-effect/SKILL.md +52 -20
- package/library/skills/sound-effect/resource.yaml +1 -1
- package/library/skills/spatial-placement/SKILL.md +44 -9
- package/library/skills/spatial-placement/resource.yaml +1 -1
- package/library/skills/sprite-sheet/SKILL.md +55 -27
- package/library/skills/sprite-sheet/resource.yaml +1 -1
- package/library/skills/store-art/SKILL.md +14 -3
- package/library/skills/store-art/resource.yaml +2 -2
- package/library/skills/store-listing/SKILL.md +13 -3
- package/library/skills/store-listing/resource.yaml +2 -2
- package/library/skills/summer-analytics/SKILL.md +22 -5
- package/library/skills/summer-analytics/resource.yaml +2 -2
- package/library/skills/summer-apps/SKILL.md +77 -32
- package/library/skills/summer-apps/manifest.md +1 -1
- package/library/skills/summer-apps/minimal-app.md +7 -7
- package/library/skills/summer-apps/resource.yaml +1 -1
- package/library/skills/summer-apps/sdk-reference.md +5 -5
- package/library/skills/summer-apps-design/SKILL.md +1 -1
- package/library/skills/summer-apps-design/resource.yaml +1 -1
- package/library/skills/summer-assets/SKILL.md +86 -0
- package/library/skills/summer-assets/resource.yaml +34 -0
- package/library/skills/summer-cli/SKILL.md +133 -0
- package/library/skills/summer-cli/resource.yaml +31 -0
- package/library/skills/summer-friends/SKILL.md +14 -0
- package/library/skills/summer-leaderboards/SKILL.md +16 -0
- package/library/skills/summer-match-results/SKILL.md +17 -0
- package/library/skills/summer-matchmaking/SKILL.md +17 -0
- package/library/skills/summer-parties/SKILL.md +14 -0
- package/library/skills/summer-player-data/SKILL.md +14 -0
- package/library/skills/summer-store/SKILL.md +16 -1
- package/library/skills/summer-world-chat/SKILL.md +14 -0
- package/library/skills/summer-world-saves/SKILL.md +14 -0
- package/library/skills/text-to-motion/SKILL.md +45 -23
- package/library/skills/text-to-motion/prompts-and-controls.md +5 -5
- package/library/skills/text-to-motion/resource.yaml +1 -1
- package/library/skills/text-to-motion/rigging-for-text-motion.md +2 -2
- package/library/skills/tileable-texture/SKILL.md +37 -15
- package/library/skills/tileable-texture/resource.yaml +1 -1
- package/library/skills/trailer-shot/SKILL.md +46 -24
- package/library/skills/trailer-shot/resource.yaml +1 -1
- package/library/skills/tune-performance/SKILL.md +32 -6
- package/library/skills/tune-performance/resource.yaml +1 -1
- package/library/skills/ui-basics/SKILL.md +55 -36
- package/library/skills/ui-basics/resource.yaml +1 -1
- package/library/skills/ui-graphics/SKILL.md +64 -38
- package/library/skills/ui-graphics/resource.yaml +1 -1
- package/library/skills/use-widget-asset/SKILL.md +15 -1
- package/library/skills/use-widget-asset/resource.yaml +1 -1
- package/library/skills/using-summer/SKILL.md +32 -5
- package/library/skills/using-summer/resource.yaml +3 -2
- package/library/skills/vehicle-model/SKILL.md +92 -57
- package/library/skills/vehicle-model/resource.yaml +1 -1
- package/library/skills/verification-before-completion/SKILL.md +1 -1
- package/library/skills/verification-before-completion/resource.yaml +1 -1
- package/library/skills/verifying-scenes/SKILL.md +31 -2
- package/library/skills/verifying-scenes/resource.yaml +1 -1
- package/library/skills/vfx-dissolve/SKILL.md +21 -2
- package/library/skills/vfx-dissolve/resource.yaml +1 -1
- package/library/skills/vfx-fire/SKILL.md +41 -41
- package/library/skills/vfx-fire/resource.yaml +1 -1
- package/library/skills/vfx-hit-spark/SKILL.md +24 -1
- package/library/skills/vfx-hit-spark/resource.yaml +1 -1
- package/library/skills/vfx-lightning/SKILL.md +30 -16
- package/library/skills/vfx-lightning/resource.yaml +1 -1
- package/library/skills/vfx-magic-glow/SKILL.md +46 -32
- package/library/skills/vfx-magic-glow/resource.yaml +1 -1
- package/library/skills/vfx-muzzle-flash/SKILL.md +43 -35
- package/library/skills/vfx-muzzle-flash/resource.yaml +1 -1
- package/library/skills/vfx-smoke/SKILL.md +39 -31
- package/library/skills/vfx-smoke/resource.yaml +1 -1
- package/library/skills/vfx-water-ripple/SKILL.md +35 -31
- package/library/skills/vfx-water-ripple/resource.yaml +1 -1
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- package/library/skills/web-and-touch-input/resource.yaml +1 -1
- package/library/skills/web-compatibility-look/SKILL.md +21 -1
- package/library/skills/web-compatibility-look/resource.yaml +1 -1
- package/library/skills/world-building-3d/SKILL.md +29 -1
- package/library/skills/world-building-3d/resource.yaml +1 -1
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- package/library/tools/app-tools/resource.yaml +1 -1
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- package/library/tools/check-job/resource.yaml +1 -1
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- package/library/tools/frame-shot/GUIDE.md +9 -0
- package/library/tools/game-control/GUIDE.md +9 -0
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- package/library/tools/game-probe/GUIDE.md +9 -0
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name: vehicle-model
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description: "Generate a hard-surface vehicle
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description: "Generate a hard-surface vehicle (car, spaceship, mech, boat, tank) as a static or VehicleBody3D mesh."
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license: MIT
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compatibility: [Cursor, Claude Code, Windsurf, Codex]
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category: 3d-assets
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user-invocable: true
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allowed-tools: Read Grep
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allowed-tools: Read Grep summer_assets_search summer_assets_get summer_import_asset_by_id summer_assets_generate_3d summer_assets_generate_image summer_import_from_url summer_add_node summer_set_prop summer_inspect_node summer_inspect_resource summer_get_scene_tree summer_save_scene summer_jobs_wait summer_call
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paths: ["assets/vehicles/**", "assets/models/**", "**/*.tscn", "**/*.gd"]
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---
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# Vehicle Model — Hard-Surface 3D Generation
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Vehicles are the hardest 3D-gen category. Hard surfaces (flat panels, sharp edges, symmetrical bodies) expose every flaw the AI mesher has — smoothing-group artifacts on flat panels, asymmetric headlights, melted door seams. This skill exists to push the success rate up by giving the model **multi-angle reference**, picking the right backend, and using a **secondary detail
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Vehicles are the hardest 3D-gen category. Hard surfaces (flat panels, sharp edges, symmetrical bodies) expose every flaw the AI mesher has — smoothing-group artifacts on flat panels, asymmetric headlights, melted door seams. This skill exists to push the success rate up by giving the model **multi-angle reference**, picking the right backend, and using a **secondary detail pass** (decals) to recover crispness on the body panels.
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Backing
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Backing operation: `assets.generate_3d` (it answers with a job: `jobs.wait` until it finishes). Default model is `hunyuan` (best general quality). For pure hard-surface (clean spaceship, F1 car), try `trellis` first — it tends to preserve panel edges better.
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## When to use
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| Use case | Tris | Pass via |
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| Player vehicle (close camera, lots of screen time) | 15k–30k | `
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| Hero showpiece (cinematic, garage view) | 30k–60k | `
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| Background traffic (mid-range, multiple onscreen) | 2k–5k | `
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| Distant flyby / parked scenery | 1k–2k | `
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| Player vehicle (close camera, lots of screen time) | 15k–30k | `targetPolycount: 25000` |
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| Hero showpiece (cinematic, garage view) | 30k–60k | `targetPolycount: 50000` |
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| Background traffic (mid-range, multiple onscreen) | 2k–5k | `targetPolycount: 4000` |
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| Distant flyby / parked scenery | 1k–2k | `targetPolycount: 1500` |
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Vehicles benefit more from polycount than props — flat panels need edge density to look right. Don't go below 2k for anything the camera will get close to.
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Vehicles are highly view-dependent. A front-only reference produces a mesh with great front detail and a melted rear. There are two ways to give the mesher more than one angle, and they are not the same thing:
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**(a) A real multi-image request — prefer this.** `
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**(a) A real multi-image request — prefer this.** `assets.generate_3d` takes an `imageUrls` array of two to four views. These are passed through as separate views, not fused into one picture. Several views run on Meshy (`meshy` or `meshy-7.1`; any other model is switched to Meshy).
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```
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assets.generate_3d({
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kind: "image-to-3d",
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imageUrls: ["<front url>", "<3/4 rear-side url>", "<profile url>"],
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model: "meshy",
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targetPolycount: 25000
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})
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```
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**(b) A composite reference image**, when you only have one slot to work with:
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```
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prompt
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assets.generate_image({
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prompt: "A sleek red sports car, front view AND 3/4 rear-side view side by side, two angles in one image, white background, studio lighting, clean references for 3D modeling, isolated, no scenery.",
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aspectRatio: "16:9"
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})
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assets.generate_3d({
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kind: "image-to-3d",
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imageUrl: "<composite reference url>",
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model: "hunyuan",
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targetPolycount: 25000
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})
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```
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If the user has reference images already (concept art, photos), pass them straight to `imageUrls` — do not composite them down into one image first; that throws away the multi-view path.
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### 1. Search before generating
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```
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assets.search({ query: "<vehicle type>", assetType: "3d_model", scope: "all" })
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```
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### 2. Pick model and polycount
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| Mech | `A 4 meter tall bipedal combat mech, blocky armored torso, articulated arms with rifle and missile pod, thick legs with hydraulic pistons, painted olive drab with hazard stripes. Front and 3/4 side views. Game asset, hard-surface stylized, white background, isolated vehicle.` |
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Nothing in the prompt text "triggers" multi-view. The phrase `front and 3/4 side views` only shapes what the *image* model draws; the 3D
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Nothing in the prompt text "triggers" multi-view. The phrase `front and 3/4 side views` only shapes what the *image* model draws; the 3D operation has no prompt-sniffing and sees whatever pixels you hand it. Multi-view comes from the `imageUrls` array, nothing else.
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### 4. Confirm and call
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> About to generate `red_race_car` via `hunyuan`, target ~25k tris, multi-angle ref. Uses credits, ~90s. OK?
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The same call with `dryRun: true` first gives the credits for the confirmation (`estimate.credits`, and `enough` against their balance).
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```
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assets.generate_3d({
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prompt: "A sleek modern Formula 1 race car, ...",
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model: "hunyuan",
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targetPolycount: 25000
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})
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jobs.wait({ jobId: "<job.id>", timeoutSeconds: 50 }) // again until finished; result.assetId
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assets.get({ assetId: "<assetId>" })
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summer_import_asset_by_id(assetId="<assetId>", path="res://assets/vehicles/race_car.glb")
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```
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Open the import preview. Look for:
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- **Smoothing-group artifacts on flat panels** (visible as banding under light) → cover with step 6's detail decals, or re-import with `Generate Tangents = on` and a custom shader.
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- **Asymmetric headlights / wheels** → regenerate with `symmetric, mirrored bilateral` added to the prompt.
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- **Melted door seams / panel gaps** → regenerate from a cleaner multi-view reference, or paint the seams back with step 6's decals.
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### 6. Optional: secondary detail
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### 6. Optional: secondary detail pass
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There is no texture-only 3D pass among the asset operations (`assets.generate_3d` takes `text-to-3d` or `image-to-3d`). For hero vehicles, recover panel-line crispness without re-meshing by drawing the detail as images and laying it on the mesh:
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```
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assets.generate_image({
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prompt: "Flat orthographic livery and panel-line decal for a red Formula 1 car side, crisp seams, sponsor stripes, transparent background",
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referenceImageUrl: "<original front-view reference>",
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aspectRatio: "16:9",
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Import it and apply it with `Decal` nodes or as a detail texture in a material override in the editor. Cheaper than re-meshing.
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### 7. Wire into the scene
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| Background scenery (parked, flyby) | `MeshInstance3D` under a `Node3D` | No physics, no collision needed for distant traffic |
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| Background traffic (moving but not interactive) | `Node3D` + `AnimationPlayer` driving the position | Cheap, no physics overhead |
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-
**Player car wiring
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+
**Player car wiring** (one `summer_run_script`; `scenePath` is the exact scene to change):
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```
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summer_run_script(scenePath="res://main.tscn", source="""
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func run(ctx):
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var car = ctx.add_node("VehicleBody3D", "RaceCar", ctx.find("World"))
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ctx.instance_scene("res://assets/vehicles/race_car.glb", car, "Body")
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var box = BoxShape3D.new()
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box.size = Vector3(4.5, 1.1, 1.9)
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ctx.add_node("CollisionShape3D", "Collider", car, {"shape": box})
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+
# Add one VehicleWheel3D per wheel here, at the hub positions summer_inspect_asset measured on the model.
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ctx.save_scene()
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""")
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```
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-
A `.glb` cannot be assigned to `MeshInstance3D.mesh` — an imported `.glb` is a scene, not a `Mesh` (`ResourceLoader.get_recognized_extensions_for_type("Mesh")` on the shipped engine returns `["tres", "mesh", "res"]`, no `glb`). Instantiate it.
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-
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-
Every scene-mutating tool takes an explicit `scenePath`; node paths are relative to that scene's root (`./`); `summer_set_prop`'s property argument is `key`; and `summer_set_resource_property` needs all five of `scenePath`, `nodePath`, `resourceProperty`, `subProperty`, `value`.
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+
A `.glb` cannot be assigned to `MeshInstance3D.mesh` — an imported `.glb` is a scene, not a `Mesh` (`ResourceLoader.get_recognized_extensions_for_type("Mesh")` on the shipped engine returns `["tres", "mesh", "res"]`, no `glb`). Instantiate it (`ctx.instance_scene` in a script, `summer_instantiate_scene` for one model). Build and size the collision shape before you assign it.
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168
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**Background scenery wiring:**
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@@ -178,7 +182,7 @@ summer_save_scene(scenePath="res://main.tscn")
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- **Expecting the prompt to request multi-view.** It cannot. `imageUrls` is the only multi-view mechanism.
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- **Flat-shaded prompt for hard surfaces.** "Smooth shading", "rounded edges" → loses the panel-line crispness that defines vehicles. Prefer "hard-surface", "panel-lined", "crisp edges".
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184
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- **Skipping symmetry callouts.** Vehicles are bilaterally symmetric — without `symmetric, mirrored` you get one headlight bigger than the other 30% of the time.
|
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-
- **Asking the mesh pass to invent decals / liveries.** It can't — the mesh has the silhouette but the decals get geometry-baked weirdly. Use
|
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+
- **Asking the mesh pass to invent decals / liveries.** It can't — the mesh has the silhouette but the decals get geometry-baked weirdly. Use step 6's decals for liveries.
|
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- **Wrapping a background sedan in VehicleBody3D.** Wastes physics for a parked car. Use MeshInstance3D under Node3D.
|
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- **Picking `meshy` (legacy).** Worse hard-surface fidelity than hunyuan or trellis.
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@@ -190,6 +194,10 @@ summer_save_scene(scenePath="res://main.tscn")
|
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- **Open-top vehicle (convertible, jeep).** Specify "open top, no roof" — defaults often add a roof.
|
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195
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- **The user wants the cockpit interior visible.** Generate exterior here, then a separate `prop-model` for the interior, and switch meshes when the camera enters first-person view.
|
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196
|
|
|
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|
+
## Without Summer Engine
|
|
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|
+
|
|
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|
+
In a session without Summer Engine tools (the assets profile; the `summer-assets` skill has the whole loop), do steps 1-6 and skip step 7 (scene wiring, `VehicleWheel3D`). Save the file where the person asked with `out` (the `summer-assets` skill says how), and tell them the path and format. The file is GLB and not at real-world size: give the person the target length (a car about 4.5 m) and tell them where the wheels are, so they can set up their engine's vehicle physics.
|
|
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|
+
|
|
193
201
|
## Fallback (no MCP)
|
|
194
202
|
|
|
195
203
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1. Generate the multi-angle reference at the Summer dashboard (or Midjourney / nano-banana web).
|
|
@@ -212,4 +220,31 @@ After the vehicle is wired:
|
|
|
212
220
|
- `character-model` — for the driver/pilot.
|
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213
221
|
- `prop-model` — for separable parts (rotors, decals as decals, modular kit pieces).
|
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222
|
- `asset-strategy` — meta-router.
|
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-
-
|
|
223
|
+
- `summer_docs_read` id `reference/mcp-tools-reference` — how to call `assets.generate_3d`; `summer_search` returns its exact input.
|
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+
|
|
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|
+
<!-- shell-commands: generated from the operation catalog by npm run generate:registry; do not edit by hand -->
|
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+
## From a shell
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|
227
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+
|
|
228
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+
No Summer MCP tools in this session? Run each one as a command; when `summer --version` is missing or below 4.0, use `npx -y summer-engine@latest` in place of `summer`. Fields are flags in kebab-case (`--scene-path res://main.tscn`) or one `--input '<json>'`, and `summer ops describe <op>` prints the exact input. The `summer-cli` skill has the rest.
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+
|
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+
| In this skill | Command |
|
|
231
|
+
|---|---|
|
|
232
|
+
| `assets.generate_3d`, `summer_assets_generate_3d` | `summer assets generate-3d` |
|
|
233
|
+
| `summer_assets_generate_image` | `summer assets generate-image` |
|
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234
|
+
| `summer_assets_get` | `summer assets get` |
|
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235
|
+
| `summer_assets_search` | `summer assets search` |
|
|
236
|
+
| `summer_docs_read` | `summer docs read` |
|
|
237
|
+
| `summer_add_node` | `summer engine add-node` |
|
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238
|
+
| `summer_get_scene_tree` | `summer engine get-scene-tree` |
|
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239
|
+
| `summer_import_asset_by_id` | `summer engine import-asset-by-id` |
|
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240
|
+
| `summer_import_from_url` | `summer engine import-from-url` |
|
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241
|
+
| `summer_inspect_asset` | `summer engine inspect-asset` |
|
|
242
|
+
| `summer_inspect_node` | `summer engine inspect-node` |
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243
|
+
| `summer_inspect_resource` | `summer engine inspect-resource` |
|
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244
|
+
| `summer_instantiate_scene` | `summer engine instantiate-scene` |
|
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245
|
+
| `summer_run_script` | `summer engine run-script` |
|
|
246
|
+
| `summer_save_scene` | `summer engine save-scene` |
|
|
247
|
+
| `summer_set_prop` | `summer engine set-prop` |
|
|
248
|
+
| `jobs.wait`, `summer_jobs_wait` | `summer jobs wait` |
|
|
249
|
+
| `summer_search` | `summer ops search "<what you want>"` |
|
|
250
|
+
<!-- /shell-commands -->
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/vehicle-model
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.3
|
|
4
|
-
summary: Generate a hard-surface vehicle
|
|
4
|
+
summary: "Generate a hard-surface vehicle (car, spaceship, mech, boat, tank) as a static or VehicleBody3D mesh."
|
|
5
5
|
use_when:
|
|
6
6
|
- generating a hard-surface vehicle — car, motorcycle, spaceship, hover bike, boat, mech, tank, helicopter
|
|
7
7
|
- a racing, flying, or combat game needs a hard-surface vehicle mesh as a VehicleBody3D or MeshInstance3D
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: verification-before-completion
|
|
3
|
-
description: "Run verification
|
|
3
|
+
description: "Run verification and read its output before claiming work done, fixed or passing: evidence first."
|
|
4
4
|
---
|
|
5
5
|
|
|
6
6
|
# Verification Before Completion
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/verification-before-completion
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.3
|
|
4
|
-
summary: Run verification
|
|
4
|
+
summary: "Run verification and read its output before claiming work done, fixed or passing: evidence first."
|
|
5
5
|
use_when:
|
|
6
6
|
- about to claim work is complete, fixed, or passing, before committing or creating PRs
|
|
7
7
|
- about to report a test, build, or fix as passing without having run the command and read its output
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: verifying-scenes
|
|
3
|
-
description: "Prove scene work landed
|
|
3
|
+
description: "Prove scene work landed: snapshot, diff, screenshots, runtime reads, 3D audits, shot sheets and zooms."
|
|
4
4
|
---
|
|
5
5
|
|
|
6
6
|
# Verifying Scenes
|
|
@@ -153,7 +153,7 @@ When the next step depends on the engine reaching a moment — the game booting
|
|
|
153
153
|
- NEVER describe an image you did not receive. A failed capture is a result — report it and climb down (scene → viewport) or ask the user.
|
|
154
154
|
- Preset-framing scene renders are static (t=0), synthetic-camera, flat-environment: no claims about animation, particles, lighting, or mood from them.
|
|
155
155
|
- Pass structured failures (`failure_reason`, `terminalState`) through verbatim — never soften them into "it didn't work".
|
|
156
|
-
- After the result is verified, record the outcome with `
|
|
156
|
+
- After the result is verified, record the outcome with `summer_call` `{"op":"docs.feedback"}` (worked / worked with fixes / wrong / outdated / incomplete + a short note). Optional and fire-and-forget; if telemetry is off, move on.
|
|
157
157
|
|
|
158
158
|
## Red Flags — STOP
|
|
159
159
|
|
|
@@ -170,3 +170,32 @@ When the next step depends on the engine reaching a moment — the game booting
|
|
|
170
170
|
| "Looks great!" with no capture in the transcript | Fabrication. Capture, look, then claim. |
|
|
171
171
|
|
|
172
172
|
**Related skills:** `scene-scripting` carries the mutation loop and ctx API this discipline wraps; `playtesting-a-feature` and `verification-before-completion` carry the broader done-claiming rules.
|
|
173
|
+
|
|
174
|
+
<!-- shell-commands: generated from the operation catalog by npm run generate:registry; do not edit by hand -->
|
|
175
|
+
## From a shell
|
|
176
|
+
|
|
177
|
+
No Summer MCP tools in this session? Run each one as a command; when `summer --version` is missing or below 4.0, use `npx -y summer-engine@latest` in place of `summer`. Fields are flags in kebab-case (`--scene-path res://main.tscn`) or one `--input '<json>'`, and `summer ops describe <op>` prints the exact input. The `summer-cli` skill has the rest.
|
|
178
|
+
|
|
179
|
+
| In this skill | Command |
|
|
180
|
+
|---|---|
|
|
181
|
+
| `docs.feedback` | `summer docs feedback` |
|
|
182
|
+
| `summer_debug_views` | `summer engine debug-views` |
|
|
183
|
+
| `summer_frame_nodes` | `summer engine frame-nodes` |
|
|
184
|
+
| `summer_frame_shot` | `summer engine frame-shot` |
|
|
185
|
+
| `summer_get_runtime_tree` | `summer engine get-runtime-tree` |
|
|
186
|
+
| `summer_get_scene_tree` | `summer engine get-scene-tree` |
|
|
187
|
+
| `summer_inspect_asset` | `summer engine inspect-asset` |
|
|
188
|
+
| `summer_inspect_runtime_node` | `summer engine inspect-runtime-node` |
|
|
189
|
+
| `summer_instantiate_scene` | `summer engine instantiate-scene` |
|
|
190
|
+
| `summer_is_running` | `summer engine is-running` |
|
|
191
|
+
| `summer_camera_bookmark` | `summer engine list-camera-bookmarks`, `summer engine delete-camera-bookmark`, `summer engine save-camera-bookmark` |
|
|
192
|
+
| `summer_play` | `summer engine play` |
|
|
193
|
+
| `summer_recent_events` | `summer engine recent-events` |
|
|
194
|
+
| `summer_scene_audit` | `summer engine scene-audit` |
|
|
195
|
+
| `summer_screenshot` | `summer engine screenshot` |
|
|
196
|
+
| `summer_shot_sheet` | `summer engine shot-sheet` |
|
|
197
|
+
| `summer_snapshot_diff` | `summer engine snapshot-diff` |
|
|
198
|
+
| `summer_wait_for_event` | `summer engine wait-for-event` |
|
|
199
|
+
| `summer_world_snapshot` | `summer engine world-snapshot` |
|
|
200
|
+
| `summer_zoom` | `summer engine zoom` |
|
|
201
|
+
<!-- /shell-commands -->
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/verifying-scenes
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.5.0
|
|
4
|
-
summary:
|
|
4
|
+
summary: "Prove scene work landed: snapshot, diff, screenshots, runtime reads, 3D audits, shot sheets and zooms."
|
|
5
5
|
use_when:
|
|
6
6
|
- after any mutation batch, asset import, or lighting change, before claiming it worked
|
|
7
7
|
- during a playtest, to read live runtime state (spawned nodes, actual stats) without stopping the game
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: vfx-dissolve
|
|
3
|
-
description: "Dissolve effect
|
|
3
|
+
description: "Dissolve effect: a mesh burns away with a glowing edge, from a noise-threshold ShaderMaterial."
|
|
4
4
|
license: MIT
|
|
5
5
|
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
6
6
|
category: visual-effects
|
|
@@ -256,7 +256,7 @@ material, no play-mode round-trip:
|
|
|
256
256
|
|
|
257
257
|
```gdscript
|
|
258
258
|
func run(ctx):
|
|
259
|
-
var mat
|
|
259
|
+
var mat = ctx.make_shader("<section 2 source>", {"threshold": 0.4})
|
|
260
260
|
ctx.apply_material(ctx.find("TestDummy"), mat) # eyeball it with summer_screenshot
|
|
261
261
|
```
|
|
262
262
|
|
|
@@ -409,3 +409,22 @@ After firing this recipe, suggest:
|
|
|
409
409
|
- `vfx-magic-glow` — for arrival/departure beams
|
|
410
410
|
- `vfx-fire` — for the burn-up variant pairing
|
|
411
411
|
- `gdscript-patterns` — for the static-API class pattern
|
|
412
|
+
|
|
413
|
+
<!-- shell-commands: generated from the operation catalog by npm run generate:registry; do not edit by hand -->
|
|
414
|
+
## From a shell
|
|
415
|
+
|
|
416
|
+
No Summer MCP tools in this session? Run each one as a command; when `summer --version` is missing or below 4.0, use `npx -y summer-engine@latest` in place of `summer`. Fields are flags in kebab-case (`--scene-path res://main.tscn`) or one `--input '<json>'`, and `summer ops describe <op>` prints the exact input. The `summer-cli` skill has the rest.
|
|
417
|
+
|
|
418
|
+
| In this skill | Command |
|
|
419
|
+
|---|---|
|
|
420
|
+
| `summer_get_debugger_errors` | `summer engine get-debugger-errors` |
|
|
421
|
+
| `summer_get_script_errors` | `summer engine get-script-errors` |
|
|
422
|
+
| `summer_inspect_node` | `summer engine inspect-node` |
|
|
423
|
+
| `summer_inspect_resource` | `summer engine inspect-resource` |
|
|
424
|
+
| `summer_play` | `summer engine play` |
|
|
425
|
+
| `summer_read_file` | `summer engine read-file` |
|
|
426
|
+
| `summer_run_script` | `summer engine run-script` |
|
|
427
|
+
| `summer_screenshot` | `summer engine screenshot` |
|
|
428
|
+
| `summer_stop` | `summer engine stop` |
|
|
429
|
+
| `summer_write_file` | `summer engine write-file` |
|
|
430
|
+
<!-- /shell-commands -->
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/vfx-dissolve
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.3
|
|
4
|
-
summary: Dissolve effect
|
|
4
|
+
summary: "Dissolve effect: a mesh burns away with a glowing edge, from a noise-threshold ShaderMaterial."
|
|
5
5
|
use_when:
|
|
6
6
|
- authoring a dissolve effect — an object disintegrating with a glowing burning edge (disintegrate, burn away, vanish into ash)
|
|
7
7
|
- a defeated unit, teleport exit, or removed object should burn away with a glowing edge instead of vanishing
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: vfx-fire
|
|
3
|
-
description: "Fire effect
|
|
3
|
+
description: "Fire effect: animated flames from GPUParticles3D, a particle shader and a noise color ramp."
|
|
4
4
|
license: MIT
|
|
5
5
|
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
6
6
|
category: visual-effects
|
|
@@ -285,50 +285,21 @@ apply here — a draw pass mesh carries its material in `Mesh.material`.
|
|
|
285
285
|
|
|
286
286
|
Add an OmniLight3D as a sibling (parented to the same anchor as the GPUParticles3D, NOT under it) for proper light cast. Recommended: `light_color = Color(1.0, 0.6, 0.25)`, `light_energy = 1.6`, `omni_range = 6.0`. Pulse it lightly via the controller for free atmosphere.
|
|
287
287
|
|
|
288
|
-
### 6. Wire it in
|
|
288
|
+
### 6. Wire it in
|
|
289
289
|
|
|
290
|
-
|
|
291
|
-
|
|
290
|
+
Write the three files, then wire everything in ONE `summer_run_script` call with
|
|
291
|
+
an explicit `scenePath` — transactional (rollback on a mid-script error), no
|
|
292
|
+
`.tres` sidecar files needed because the script builds the resources directly:
|
|
292
293
|
|
|
293
294
|
```
|
|
294
295
|
summer_write_file(path="res://addons/vfx/_building-blocks/noise-3d-fbm.gdshaderinc", content="<from this skill>", create_only=true)
|
|
295
296
|
summer_write_file(path="res://addons/vfx/fire/fire.gdshader", content="<section 2>", create_only=true)
|
|
296
297
|
summer_write_file(path="res://addons/vfx/fire/fire_controller.gd", content="<section 4>", create_only=true)
|
|
297
298
|
|
|
298
|
-
|
|
299
|
-
summer_set_prop(scenePath="res://main.tscn", path="./World/Torch/Fire", key="script", value="res://addons/vfx/fire/fire_controller.gd")
|
|
300
|
-
|
|
301
|
-
# ParticleProcessMaterial is a Material, not a Node — you cannot summer_add_node it.
|
|
302
|
-
# Assign the resource by path; the controller configures it on _ready().
|
|
303
|
-
summer_set_prop(scenePath="res://main.tscn", path="./World/Torch/Fire", key="process_material", value="res://addons/vfx/fire/process_mat.tres")
|
|
304
|
-
|
|
305
|
-
summer_set_prop(scenePath="res://main.tscn", path="./World/Torch/Fire", key="draw_pass_1", value="res://addons/vfx/fire/quad.tres")
|
|
306
|
-
# quad.tres is a QuadMesh with size (1,1) and material = fire_material.tres (ShaderMaterial wrapping fire.gdshader)
|
|
307
|
-
summer_set_resource_property(scenePath="res://main.tscn", nodePath="./World/Torch/Fire", resourceProperty="draw_pass_1", subProperty="size", value="Vector2(1, 1)")
|
|
308
|
-
|
|
309
|
-
summer_set_prop(scenePath="res://main.tscn", path="./World/Torch/Fire", key="flame_height", value=1.2)
|
|
310
|
-
summer_set_prop(scenePath="res://main.tscn", path="./World/Torch/Fire", key="flame_radius", value=0.35)
|
|
311
|
-
summer_set_prop(scenePath="res://main.tscn", path="./World/Torch/Fire", key="particle_count", value=96)
|
|
312
|
-
|
|
313
|
-
summer_add_node(scenePath="res://main.tscn", parent="./World/Torch", type="OmniLight3D", name="FireLight")
|
|
314
|
-
summer_set_prop(scenePath="res://main.tscn", path="./World/Torch/FireLight", key="light_color", value="Color(1.0, 0.6, 0.25)")
|
|
315
|
-
summer_set_prop(scenePath="res://main.tscn", path="./World/Torch/FireLight", key="light_energy", value=1.6)
|
|
316
|
-
summer_set_prop(scenePath="res://main.tscn", path="./World/Torch/FireLight", key="omni_range", value=6.0)
|
|
317
|
-
|
|
318
|
-
summer_save_scene(scenePath="res://main.tscn")
|
|
319
|
-
```
|
|
320
|
-
|
|
321
|
-
### 6a. One-script wiring (summer_run_script)
|
|
322
|
-
|
|
323
|
-
On engines with `summer_run_script` (see `scene-scripting`), everything after
|
|
324
|
-
the `summer_write_file` calls above is ONE ctx script — transactional (rollback on a
|
|
325
|
-
mid-script error), no `.tres` sidecar files needed because the script builds the
|
|
326
|
-
resources directly:
|
|
327
|
-
|
|
328
|
-
```gdscript
|
|
299
|
+
summer_run_script(scenePath="res://main.tscn", source="""
|
|
329
300
|
func run(ctx):
|
|
330
|
-
var anchor
|
|
331
|
-
var fire
|
|
301
|
+
var anchor = ctx.find("Torch")
|
|
302
|
+
var fire = ctx.add_node("GPUParticles3D", "Fire", anchor)
|
|
332
303
|
fire.set_script(load("res://addons/vfx/fire/fire_controller.gd"))
|
|
333
304
|
fire.process_material = ParticleProcessMaterial.new() # controller configures it on _ready
|
|
334
305
|
var quad := QuadMesh.new()
|
|
@@ -343,13 +314,16 @@ func run(ctx):
|
|
|
343
314
|
ctx.add_node("OmniLight3D", "FireLight", anchor, {
|
|
344
315
|
"light_color": Color(1.0, 0.6, 0.25), "light_energy": 1.6, "omni_range": 6.0})
|
|
345
316
|
ctx.save_scene()
|
|
317
|
+
""")
|
|
346
318
|
```
|
|
347
319
|
|
|
348
|
-
`
|
|
349
|
-
|
|
350
|
-
`
|
|
320
|
+
`ParticleProcessMaterial` is a Material, not a Node: the script assigns it to
|
|
321
|
+
`process_material`, it is never a child. `ctx.add_node` sets owners for you. Take
|
|
322
|
+
a `summer_world_snapshot` before, and verify after with `summer_snapshot_diff`
|
|
323
|
+
(exactly `Fire` + `FireLight` added) plus a `summer_screenshot` — flames are
|
|
324
|
+
pixels, judge them as pixels.
|
|
351
325
|
|
|
352
|
-
###
|
|
326
|
+
### 6a. Verify
|
|
353
327
|
|
|
354
328
|
Every file this recipe writes is compiled code. Check it before claiming the fire works.
|
|
355
329
|
|
|
@@ -503,3 +477,29 @@ After firing this recipe, suggest neighbors:
|
|
|
503
477
|
- `vfx-magic-glow` — for the light source pulsing
|
|
504
478
|
- `game-feel` — non-particle game-feel pairings
|
|
505
479
|
- `gdscript-patterns` — for the controller's idioms (signals, exports, `@tool`)
|
|
480
|
+
|
|
481
|
+
<!-- shell-commands: generated from the operation catalog by npm run generate:registry; do not edit by hand -->
|
|
482
|
+
## From a shell
|
|
483
|
+
|
|
484
|
+
No Summer MCP tools in this session? Run each one as a command; when `summer --version` is missing or below 4.0, use `npx -y summer-engine@latest` in place of `summer`. Fields are flags in kebab-case (`--scene-path res://main.tscn`) or one `--input '<json>'`, and `summer ops describe <op>` prints the exact input. The `summer-cli` skill has the rest.
|
|
485
|
+
|
|
486
|
+
| In this skill | Command |
|
|
487
|
+
|---|---|
|
|
488
|
+
| `summer_add_node` | `summer engine add-node` |
|
|
489
|
+
| `summer_create_scene` | `summer engine create-scene` |
|
|
490
|
+
| `summer_get_debugger_errors` | `summer engine get-debugger-errors` |
|
|
491
|
+
| `summer_get_script_errors` | `summer engine get-script-errors` |
|
|
492
|
+
| `summer_inspect_node` | `summer engine inspect-node` |
|
|
493
|
+
| `summer_inspect_resource` | `summer engine inspect-resource` |
|
|
494
|
+
| `summer_play` | `summer engine play` |
|
|
495
|
+
| `summer_read_file` | `summer engine read-file` |
|
|
496
|
+
| `summer_run_script` | `summer engine run-script` |
|
|
497
|
+
| `summer_save_scene` | `summer engine save-scene` |
|
|
498
|
+
| `summer_screenshot` | `summer engine screenshot` |
|
|
499
|
+
| `summer_set_prop` | `summer engine set-prop` |
|
|
500
|
+
| `summer_set_resource_property` | `summer engine set-resource-property` |
|
|
501
|
+
| `summer_snapshot_diff` | `summer engine snapshot-diff` |
|
|
502
|
+
| `summer_stop` | `summer engine stop` |
|
|
503
|
+
| `summer_world_snapshot` | `summer engine world-snapshot` |
|
|
504
|
+
| `summer_write_file` | `summer engine write-file` |
|
|
505
|
+
<!-- /shell-commands -->
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/vfx-fire
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.3
|
|
4
|
-
summary: Fire effect
|
|
4
|
+
summary: "Fire effect: animated flames from GPUParticles3D, a particle shader and a noise color ramp."
|
|
5
5
|
use_when:
|
|
6
6
|
- authoring a fire visual effect — torch, campfire, bonfire, flame, burning object, candle
|
|
7
7
|
- adding fire to props, hazards, or projectiles — torches, braziers, burning wreckage, a fireball or flame jet
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
---
|
|
2
2
|
name: vfx-hit-spark
|
|
3
|
-
description: "Hit-spark effect
|
|
3
|
+
description: "Hit-spark effect: a one-shot burst of additive particles oriented to the surface, fired on impact."
|
|
4
4
|
license: MIT
|
|
5
5
|
compatibility: [Cursor, Claude Code, Windsurf, Codex]
|
|
6
6
|
category: visual-effects
|
|
@@ -371,3 +371,26 @@ After firing this recipe, suggest:
|
|
|
371
371
|
- `vfx-lightning` — caller; spawns sparks at bolt endpoints
|
|
372
372
|
- `vfx-water-ripple` — surface companion for water impacts
|
|
373
373
|
- `game-feel` — shake/hit-stop pairings
|
|
374
|
+
|
|
375
|
+
<!-- shell-commands: generated from the operation catalog by npm run generate:registry; do not edit by hand -->
|
|
376
|
+
## From a shell
|
|
377
|
+
|
|
378
|
+
No Summer MCP tools in this session? Run each one as a command; when `summer --version` is missing or below 4.0, use `npx -y summer-engine@latest` in place of `summer`. Fields are flags in kebab-case (`--scene-path res://main.tscn`) or one `--input '<json>'`, and `summer ops describe <op>` prints the exact input. The `summer-cli` skill has the rest.
|
|
379
|
+
|
|
380
|
+
| In this skill | Command |
|
|
381
|
+
|---|---|
|
|
382
|
+
| `summer_add_node` | `summer engine add-node` |
|
|
383
|
+
| `summer_create_scene` | `summer engine create-scene` |
|
|
384
|
+
| `summer_get_debugger_errors` | `summer engine get-debugger-errors` |
|
|
385
|
+
| `summer_get_script_errors` | `summer engine get-script-errors` |
|
|
386
|
+
| `summer_inspect_node` | `summer engine inspect-node` |
|
|
387
|
+
| `summer_play` | `summer engine play` |
|
|
388
|
+
| `summer_read_file` | `summer engine read-file` |
|
|
389
|
+
| `summer_replace_node` | `summer engine replace-node` |
|
|
390
|
+
| `summer_run_script` | `summer engine run-script` |
|
|
391
|
+
| `summer_save_scene` | `summer engine save-scene` |
|
|
392
|
+
| `summer_set_prop` | `summer engine set-prop` |
|
|
393
|
+
| `summer_set_resource_property` | `summer engine set-resource-property` |
|
|
394
|
+
| `summer_stop` | `summer engine stop` |
|
|
395
|
+
| `summer_write_file` | `summer engine write-file` |
|
|
396
|
+
<!-- /shell-commands -->
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
id: skill/vfx-hit-spark
|
|
2
2
|
kind: skill
|
|
3
3
|
version: 1.0.2
|
|
4
|
-
summary: Hit-spark effect
|
|
4
|
+
summary: "Hit-spark effect: a one-shot burst of additive particles oriented to the surface, fired on impact."
|
|
5
5
|
use_when:
|
|
6
6
|
- authoring a hit-spark effect — impact spark, bullet hit, sword clash, ricochet, sparks at a hit point
|
|
7
7
|
- melee hits, bullet impacts, or ricochets have no visual feedback at the contact point
|