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bounded-engine-runs is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Run Summer headless or offscreen safely: time limits, one engine per project, import passes, crash checks.

When your agent uses it

  • Running the engine from a shell or agent for tests, imports, captures or bots
  • Several agents or processes share one project
  • A run hangs, a capture freezes, or errors cascade across unrelated scripts

Install

summer setup installs every skill for your agent. To add only this one:
Swap claude-code for your agent, such as codex or cursor. See Skills for every option.

The skill

Agents verify games by running the engine many times: imports, tests, captures, multiplayer bots. A run that hangs, overlaps another, makes noise or hides an error costs time. These rules keep runs safe when several agents share one project on one machine.

1. Every run is bounded, muted and alone

  • Bound it. macOS has no timeout. Wrap runs so the engine itself gets killed:
alarm survives exec; exit code 142 means the limit hit.
  • One engine per project at a time. Two engines writing the same .godot/ import cache corrupt it or freeze each other’s captures. Serialize with a lock file held by the engine process:
Put this in one wrapper script and make every agent use it.
  • Cap its memory. A time limit does not stop a run from eating all memory first; several engine runs plus a browser loading a large web export can exhaust memory and crash the machine. The wrapper should run the command as a child, sum the resident memory of its whole process tree (browsers spawn GPU/renderer helpers), kill the tree past a cap (e.g. 3 GB), and also stop when system free memory falls low (sysctl -n kern.memorystatus_level < 15 on macOS), because GPU memory on Apple Silicon is system memory but is not counted in RSS. Refuse to start when the system is already short (< 35).
  • Mute it. --audio-driver Dummy.
  • Render only when you must, and offscreen. --headless for logic (no pixels). For visual checks use --summer-offscreen with a fixed --resolution and a capture script that saves PNGs and quits. Visible windows only when a human asked to watch.

2. Imports and parse errors

  • New class_name scripts are unknown to -s scripts until an import pass registers them: <summer> --headless --audio-driver Dummy --path . --import.
  • The first import may rewrite project.godot (reorder keys, add a [summer] section; one trial saw a hand-written [rendering] section dropped). Check git diff project.godot after it, and pass renderer choices on the command line (--rendering-method ...) when a run depends on them.
  • One broken class_name script cascades into “Could not parse global class” and dozens of unrelated “cannot infer type” errors. Get the real line with: <summer> --headless --path . --check-only -s res://path/to/file.gd
  • Compile every script before booting the game: a tiny SceneTree script that load()s each .gd under a folder and reports can_instantiate() failures, exit code = failures.

3. Tests that can’t lie

  • A runtime script error inside a test does not fail it by default; the test just stops and counts as passed. Register a logger and fail the test when its error count rises:
  • Exit 0 is not success. Always grep the log for SCRIPT ERROR, Parse Error and ERROR:, and print one explicit success line (TESTS passed=N failed=0) you can check for.

4. Typed GDScript traps agents hit repeatedly

  • var x := dict["k"] cannot infer a type (Dictionary values are Variant). Write var x: int = dict["k"].
  • A loop variable that shadows an outer variable is a parse error that takes the whole class down.
  • Don’t name a class after an engine class (SummerSession); the error only says it “hides a native class”.

5. Web exports on a dev machine

  • Check the .pck size before opening it in a browser; the browser holds all of it in memory. A project that exports every imported asset of a large scene can pass 250 MB. Ship only what the game uses first.
  • Load it in a browser only under the same memory-capped wrapper, one at a time, never next to other engine runs.

6. Captures you can trust

  • Read every PNG you produce. If several files are identical (md5 -r *.png), the run froze; rerun alone.
  • Keep evidence outside the project (logs, PNGs) so imports never pick it up. If it must live inside, put an empty .gdignore file in that folder so the editor and imports skip it.

See also

  • headless-scripting (writing the SceneTree scripts these runs execute)
  • multiplayer-testing (Local Play bot runs)
  • compatibility-renderer-traps (dual-renderer captures)
  • headless-scripting: Run a GDScript file against Summer Engine from the shell for what no MCP tool does: navmesh, TileSets.
  • multiplayer-testing: Test a Summer multiplayer game with Local Play: several players, bad network, bots, a passing run.
  • compatibility-renderer-traps: Make a Forward+ game look right on the Compatibility renderer: instance uniforms, MultiMesh, vertex colors.

Source: library/skills/bounded-engine-runs/SKILL.md, rendered from summer-engine@4.3.0 on npm.