Scene Scripting logo

Scene Scripting

Organization
SummerEngine
scene-scripting

Build scenes, levels, HUDs and wiring with one editor GDScript (summer_run_script) instead of call chains.

Overview

PublisherSummerEngine
Repositorysummer
Skill namescene-scripting
Stars
91
Forks
8
Bundled files
4
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by SummerEngine on GitHub. Read the source before you install it.

Installation

Install the Scene Scripting AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/SummerEngine/summer/tree/main/library/skills/scene-scripting
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/SummerEngine/summer.git /tmp/summer
mkdir -p .claude/skills
cp -r /tmp/summer/library/skills/scene-scripting .claude/skills/scene-scripting
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Scene Scripting in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Scene Scripting on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Scene Scripting is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Scene Scripting

Overview

summer_run_script runs one GDScript inside the live editor, against the scene named by scenePath. When that scene is not the edited one, it is opened first (a request of its own) and the person's tab comes back after the run; if it cannot be opened, the script does not run. One script replaces a chain of summer_add_node / summer_set_prop calls, and it does what single calls cannot: loops, randomness, math, procedural geometry, reading existing nodes before deciding.

The rule: 3 or more related scene edits, or ANY computed placement → one script. A single property tweak → summer_set_prop. A cold project-wide batch job → summer_run_editor_script (below).

The contract

summer_run_script(scenePath="res://levels/level_01.tscn", source="""
func run(ctx):
    var root = ctx.get_scene_root()
    var node := MeshInstance3D.new()
    node.mesh = BoxMesh.new()
    root.add_child(node)
    ctx.set_owner_recursive(node)   # REQUIRED: see owner rules
    ctx.report("added", node.name)
    ctx.save_scene()
""")
  • scenePath — the exact res:// scene the script changes (from summer_get_project_context or the scene tree). Always pass it; without it the script runs against whichever tab happens to be open. The result's scene_target says whether the scene was opened and which tab came back.
  • source — just the function: no extends, no @tool (missing ones are added and reported in normalizations).
  • ctx.get_scene_root() — root node of that scene. ctx.set_owner_recursive(node) — stamp a created subtree with the scene-root owner. ctx.report(key, value) — structured results back (reports). print(...) — captured into output.
  • Values are real GDScript: Vector3(0, 10, 0), Color(1, 0, 0, 1). The quoted variant-string convention ("Vector3(0, 10, 0)") belongs to summer_set_prop, not to script code.
  • ctx is untyped, so its results are untyped: write var wall = ctx.add_mesh(...). var wall := ctx.add_mesh(...) does not compile ("Cannot infer the type").
  • Saving: ctx.save_scene() writes the scene (after an ownership audit). Without it the change stays in the editor, unsaved.
  • Budget: max_seconds default 20, clamp 5–120. The script blocks the editor between frames; on newer engines the budget is a HARD deadline ("Summer script budget exceeded (Ns)", budget_enforced: true). Split the work into smaller scripts — never resubmit the same oversized one.
  • Transactions: newer engines wrap the run in ONE named undo action (undo: "action", the default) and roll it back on a mid-script runtime error — the result carries rolled_back: true and the scene is untouched. undo: "none" keeps partial mutations. Older engines ignore the param; treat any errors there as a possible half-applied mutation.

The core ctx API

Creation helpers set the owner for you and return the created node — prefer them over new() + add_child + set_owner_recursive. Frozen signatures:

gdscript
add_node(type: String, name: String, parent: Node = null, props: Dictionary = {}) -> Node
find(name: String) -> Node                    # recursive in edited scene; null on miss
get_or_create(type: String, name: String, parent: Node = null) -> Node
instance_scene(res_path: String, parent: Node = null, name: String = "") -> Node
add_mesh(shape: String, name: String, parent: Node = null, props: Dictionary = {}) -> MeshInstance3D
    # shape: box|sphere|capsule|cylinder|plane
add_mesh_with_collision(shape, name, parent = null, props = {}) -> MeshInstance3D
    # + StaticBody3D/CollisionShape3D child matching the mesh
mesh_from_arrays(vertices: PackedVector3Array, indices: PackedInt32Array,
                 uvs: PackedVector2Array = [], name: String = "Mesh",
                 parent: Node = null) -> MeshInstance3D
make_material(props: Dictionary) -> StandardMaterial3D
apply_material(node: Node, material: Material) -> bool
grid(count_x: int, count_z: int, spacing: Vector3, maker: Callable) -> Array
    # maker(i: int, pos: Vector3) -> Node
scatter(area: AABB, count: int, maker: Callable, seed: int = 0) -> Array
add_light_rig(target: Node = null) -> Node3D   # key/fill/rim under one Node3D
ensure_environment(props: Dictionary = {}) -> WorldEnvironment
add_camera(position: Vector3, look_at: Vector3 = Vector3.ZERO,
           make_current: bool = false) -> Camera3D
summary() -> Dictionary                        # counts by class, lights, cameras, scene AABB
save_scene(path: String = "") -> bool          # ownership audit first; false + report on audit failure
frames_budget_exceeded() -> bool

props apply via set() per key; unknown keys are collected into a prop_warnings report entry, never silently dropped — read it. On an older engine a missing helper is a plain GDScript error (Invalid call to method 'add_mesh'…): fall back to the manual form, which works everywhere.

Newer engines add three more tiers. Their frozen signatures, conventions and fallbacks are in references/ctx-api.md (read it with summer_docs_read id skill/scene-scripting/references/ctx-api.md):

  • Geometry: boolean, extrude_polygon, lathe, sweep, terrain, set_smooth, decimate, convex_collision, uv_planar / uv_box, mirror, animate, make_shader; add_mesh also takes torus and text.
  • Animation: animate_method, anim_state_machine, bone_pose, look_at_modifier (the full recipe lives in character-animation-wiring).
  • Game completeness (2D, UI, gameplay code): add_sprite, add_animated_sprite, add_tilemap, paint_tiles / paint_rect, add_body_2d, add_camera_2d, add_parallax, add_ui, add_canvas_layer, set_theme_overrides, connect_signal, attach_script, make_prefab, add_autoload, add_input_action, set_main_scene.

Engine posture. Not every engine build exposes every tier. On an engine with RunSceneScript that predates a tier, a missing helper is a plain GDScript error and, under the default undo: "action", the whole run rolls back. references/ctx-api.md has the table of what works on every engine.

Owner rules

Every node you create must be owned by the scene root, or it silently vanishes when the scene saves. Descendants too — being under an owned node is NOT enough. add_child succeeds, the screenshot even shows it, and the saved .tscn is missing it.

gdscript
root.add_child(node)
ctx.set_owner_recursive(node)   # node + every descendant

The ctx creation helpers own what they create. For anything you build with new(), call ctx.set_owner_recursive(node) (or set node.owner = root on the node AND each descendant) AFTER add_child — owner assignment fails on a node not yet in the tree. Re-stamp the owner after any reparent.

The loop

  1. summer_world_snapshot — the structured BEFORE baseline; keep its snapshot_id.
  2. summer_api_docs — verify every property/method name you are not certain of.
  3. summer_run_script with scenePath — run the script.
  4. Read errors, reports, rolled_back and scene_target in the result — rolled_back: true means a runtime error undid everything (fix and re-run); on older engines / undo: "none", an error can leave a partial mutation.
  5. summer_snapshot_diff from_id:<the id> — the structural receipt: exactly the nodes you meant to add were added, nothing else changed, nothing vanished (an unowned node dropping on save shows up HERE).
  6. summer_screenshot — LOOK at it. Use target:"scene" framing:"camera" when the change touched lighting, environment, or emissive materials — the preset framings render a flat substitute environment and cannot show those.
  7. Iterate. Never claim visual success without steps 5–6 (a capture is a fact; describing an unseen frame is fabrication). The full perception discipline lives in verifying-scenes.

Verify names with summer_api_docs — never guess

Wrong property names fail silently or throw mid-script after half the mutation applied. Before using an unfamiliar class:

summer_api_docs(class_name="CylinderMesh")              # all properties/methods
summer_api_docs(class_name="BoxShape3D", member="size") # {type:"Vector3", default:"Vector3(1, 1, 1)"}

Entries list only members declared on that class — position lives on Node3D, not MeshInstance3D. Walk inherits upward when a member seems missing.

Two examples

Scatter 40 trees with deterministic randomness:

summer_run_script(scenePath="res://levels/forest.tscn", source="""
func run(ctx):
    var rng := RandomNumberGenerator.new()
    rng.seed = 12345                       # same seed, same forest on a re-run
    for i in range(40):
        var tree = ctx.instance_scene("res://props/tree.tscn", null, "Tree%d" % i)
        tree.position = Vector3(rng.randf_range(-20, 20), 0, rng.randf_range(-20, 20))
        tree.rotation.y = rng.randf_range(0, TAU)
        var s := rng.randf_range(0.8, 1.3)
        tree.scale = Vector3(s, s, s)
    ctx.report("scattered", 40)
    ctx.save_scene()
""")

A key/fill/rim lighting rig:

summer_run_script(scenePath="res://main.tscn", source="""
func run(ctx):
    var rig = ctx.add_node("Node3D", "LightRig")
    ctx.add_node("DirectionalLight3D", "KeyLight", rig, {"light_energy": 1.2, "shadow_enabled": true, "rotation_degrees": Vector3(-45, -30, 0)})
    ctx.add_node("OmniLight3D", "FillLight", rig, {"light_energy": 0.4, "position": Vector3(-4, 2, 4)})
    ctx.add_node("SpotLight3D", "RimLight", rig, {"light_energy": 0.8, "position": Vector3(0, 3, -5), "rotation_degrees": Vector3(-20, 180, 0)})
    ctx.save_scene()
""")

Then summer_screenshot — lighting is exactly the kind of change you cannot judge without pixels.

More recipes, each the source of one call:

  • references/recipes-3d.md (skill/scene-scripting/references/recipes-3d.md): procedural meshes, CSG and boolean blockouts, lathe, sweep, terrain, text signage, decimate and convex collision, mirror, keyframe animation, make_shader, GridMap fills.
  • references/recipes-2d-ui.md (skill/scene-scripting/references/recipes-2d-ui.md): a 2D platformer level, animated sprites, a HUD, a persisted button connection, attach_script, make_prefab, input actions, autoloads and the main scene, and how to verify 2D and UI work.

Which tool

JobTool
One property on one nodesummer_set_prop
One signal, one input binding, one project settingsummer_connect_signal, summer_input_map_bind, summer_project_setting
3+ related scene edits, or anything computedsummer_run_script with scenePath
Many kit pieces at exact poses, read back as one receiptsummer_batch with placed InstantiateScene ops (spatial-placement)
Project-wide batch work on files on disksummer_run_editor_script

summer_run_editor_script — the cold path

A different tool for a different job: it boots a fresh headless child editor against the ON-DISK project, runs one EditorScript (func _run():), and exits.

  • Unsaved live edits are INVISIBLE to it; the live editor may need a file reload to show its output.
  • Use for batch/project-wide work: re-saving every scene, sweeping resources, mass fixes, generating .tres assets.
  • Budget default 120s, clamp 15–600 — include boot time (30s+ on large projects).
  • It confesses no_rewind_point:true when no pre-run checkpoint could be taken — surface that to the user before more destructive work.
  • No renderer: it can never screenshot. Judge it by artifacts on disk (see headless-scripting).

If summer_run_script answers engine_lacks_op, the engine build predates RunSceneScript (Summer Engine 0.5.66 or newer has it): update Summer Engine, or use summer_run_editor_script for the same work.

Pitfalls

PitfallReality
Ten summer_add_node/summer_set_prop calls in a rowThat is one script. Write the script.
A script without scenePathIt runs against whatever tab is open. Name the scene.
add_child without ctx.set_owner_recursive(node) (or manual .owner)The saved scene silently loses the node.
var node := ctx.add_node(...)Does not compile: ctx results are untyped. var node = ctx.add_node(...).
Guessing a property name ("it's probably color")summer_api_docs answers in one call. Wrong names fail after half the mutation applied.
Claiming "the forest looks great" without a screenshotDescribe only frames you received. Run summer_screenshot.
Heavy batch loop in summer_run_scriptIt blocks the live editor. Move it to summer_run_editor_script.
Using summer_run_editor_script to edit the OPEN sceneIt sees only the on-disk file; live edits are invisible and collisions likely. Use summer_run_script.
"Vector3(0,10,0)" (quoted) inside script sourceThat is the summer_set_prop wire convention. In GDScript write Vector3(0, 10, 0).
Ignoring errors because ok was trueA partially-failed script may have half-mutated the scene. Read them.

Related skills:

  • verifying-scenes — the perception discipline: snapshot/diff/screenshot before-and-after, runtime reads, honest claims.
  • headless-scripting — shell-launched engine scripts, imports, exports.
  • scene-composition — what a well-structured scene looks like before you generate one.
  • ui-basics — Control hierarchy, containers, anchors, theme vs inline styling.
  • character-animation-wiring — the animation tier end to end.
  • gdscript-patterns — idioms for the scripts attach_script writes.
  • verification-before-completion — proving the result before claiming done.

From a shell

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.

In this skillCommand
assets.slice_sheetsummer assets slice-sheet
summer_api_docssummer docs engine-api
summer_docs_readsummer docs read
summer_add_nodesummer engine add-node
summer_batchsummer engine batch
summer_connect_signalsummer engine connect-signal
summer_get_project_contextsummer engine get-project-context
summer_get_runtime_treesummer engine get-runtime-tree
summer_get_script_errorssummer engine get-script-errors
summer_input_map_bindsummer engine input-map-bind
summer_instantiate_scenesummer engine instantiate-scene
summer_playsummer engine play
summer_project_settingsummer engine project-setting
summer_run_editor_scriptsummer engine run-editor-script
summer_run_scriptsummer engine run-script
summer_screenshotsummer engine screenshot
summer_set_propsummer engine set-prop
summer_snapshot_diffsummer engine snapshot-diff
summer_stopsummer engine stop
summer_world_snapshotsummer engine world-snapshot
summer_write_filesummer engine write-file

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Scene Scripting AI skill do?

Build scenes, levels, HUDs and wiring with one editor GDScript (summer_run_script) instead of call chains.

Why use Scene Scripting on TypingMind?

Because you install it once and use it with any model. Scene Scripting is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Scene Scripting in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/scene-scripting. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Scene Scripting?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Scene Scripting?

As many as you like. As long as a model supports skills, you can use Scene Scripting with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Scene Scripting AI skill free?

Yes. It is published on GitHub by SummerEngine under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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