environment-kit 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. Generate a modular environment kit: walls, floor tiles, pillars, doors, arches in one visual style.
When your agent uses it
- Generating a modular environment kit of snap-together pieces that form a level — dungeon kit, modular walls, interior pieces
- Building a dungeon, interior, or town kit from repeatable pieces that snap together in one style
Install
summer setup installs every skill for your agent. To add only this one:
claude-code for your agent, such as codex or cursor. See Skills for every option.
The skill
A kit is a family of meshes — wall, floor, door, pillar, corner, arch — that the level designer snaps together to build interiors and exteriors. The skill exists to solve one specific failure mode: generating each piece with a fresh prompt produces six pieces that look like they came from six different games. The fix is the style anchor pattern — generate one piece first, lock its prompt suffix, and reuse that exact suffix for every subsequent piece. The backing operation isassets.generate_3d, called once per piece; each call answers with a job that jobs.wait follows. A 6-piece kit is six generations and about 5 minutes. Generation uses credits, so confirm scope before starting (dryRun: true on one piece’s call gives its credits).
When to use
- “Build me a dungeon kit — walls, floor, door, pillar.”
- “I need modular wall pieces for a sci-fi corridor.”
- “Make a tileset for a wooden tavern interior.”
- “Generate the pieces for a stone temple — I’ll assemble the level.”
- The user wants to build a level out of repeating, snapping pieces.
When NOT to use
- A single hero prop (single chest, single throne) →
prop-model. - Open-world terrain (rolling hills, forests) → use a heightmap + scattered organic models from
organic-model. - Repeating flat surfaces only (just walls and floors, no decorative pieces) →
asset-strategyPipeline 2 (textures + CSG) is cheaper and snaps perfectly to grid. - Characters or vehicles in the scene — those are separate skills.
The style anchor pattern
This is the whole skill. Get it right and the kit looks unified. Get it wrong and every piece is wasted.- Generate the anchor piece first. Pick the most visually defining piece — usually the wall or the door. Iterate the prompt until the user approves it visually.
- Extract the style suffix. Everything after the object description. Example anchor prompt:
Game asset, ... onward, plus mossy granite blocks with iron reinforcements, weathered surface, warm torchlight palette — the material + palette tokens.
3. Reuse the suffix verbatim for every other piece. Only change the object description at the front.
| Anchor: wall | A stone dungeon wall section, ... + LOCKED SUFFIX |
| Floor tile | A stone dungeon floor tile, square, ... + SAME LOCKED SUFFIX |
| Pillar | A stone dungeon pillar, square base, fluted shaft, ... + SAME LOCKED SUFFIX |
| Door | A stone dungeon doorway, arched, heavy wooden door with iron studs, ... + SAME LOCKED SUFFIX |
| Corner block | A stone dungeon corner wall section, two walls joined at right angle, ... + SAME LOCKED SUFFIX |
| Arch | A stone dungeon archway with keystone, ... + SAME LOCKED SUFFIX |
If the user says “the door doesn’t match the rest”, the answer is almost always: the suffix drifted. Check the exact strings.
Snap-grid alignment
Kit pieces only feel modular if they snap to a fixed grid. Pick the grid before generating and tell the user.
Critical: include the dimensions in the prompt.
assets.generate_3d doesn’t enforce them, but Hunyuan respects scale cues — 2 meter tall wall section produces a mesh that imports near 2m tall. Then verify with summer_inspect_resource and scale-correct in the editor if needed.
Steps
1. Confirm scope and pick the grid
About to build a dungeon kit. Suggested pieces: wall, floor, pillar, door, corner, arch (6 generations, ~5 min). Snap grid: 2m (standard interior). OK?
2. Generate the anchor (wall)
Use the prop-style prompt with explicit dimensions:3. Lock the suffix and generate the remaining pieces
Once the user says “yes, that’s the look”, store the locked suffix and crank through the rest. Same model, sametargetPolycount scale. Only the object description changes. Start every piece first, then wait on the jobs: they run side by side.
assetId, then import that
exact ID with summer_import_asset_by_id. Do not search for generated pieces by
name after creating them; exact IDs are the production path.
Polycount targets per kit piece: walls/floors 800–1500 tris (placed dozens of times), decorative (pillar, arch) 1500–3000, doors 2000–3000.
4. Import and stage in a kit scene
Don’t dump the kit into the level scene. Make akit_dungeon.tscn that holds one of every piece, labelled, positioned next to each other on the snap grid. The level designer instantiates from there.
- A
.glbis instantiated, not assigned. There is nosceneproperty onNode3D, and an imported.glbis a scene, not aMesh—ResourceLoader.get_recognized_extensions_for_type("Mesh")on the shipped 4.6.1 binary returns["tres", "mesh", "res"], with noglb. Usesummer_instantiate_scene, which adds the model as a child in one op. - Every scene-mutating tool takes an explicit
scenePath, and node paths are relative to that scene’s root (./). summer_set_prop’s property argument is namedkey, notproperty.
5. Verify scale and pivots
Scale in the import dock). Pivots should sit at the bottom-back corner for walls and bottom-center for floors — that makes snapping to a 2m grid trivial. If pivots are wrong, use the “Center to Origin” import option.
Anti-patterns
- Drifting style suffix. Each piece gets a slightly different suffix → the kit looks mismatched. Copy-paste the exact string.
- Different polycount per piece. A 5k-tri pillar next to a 500-tri wall reads as “the pillar is a hero piece” — wrong; they should feel like equal kit citizens. Match polycount within ~2× across the kit.
- Skipping the anchor approval. If you generate all six pieces in a batch, you bake in whatever the first call’s interpretation of the style was — and the user may hate it after six generations.
- Generating walls / floors as individual meshes when you only need a tileable texture. A flat wall section is cheaper as a textured
CSGBox3D. Reserve the kit for pieces that need actual geometric detail (sconces, mouldings, doorways, arches). - No scale cue in the prompt. Wall comes back 0.4m tall. Always include
2 meter wide by 3 meter tall(or your chosen grid). - Forgetting the snap grid. A 1.87m-tall wall with no scale fix → level looks crooked when tiled.
Edge cases
- Curved or organic kit (cave, alien hive). Modular geometry resists snapping. Generate longer pieces (4m walls, transition tiles) and accept some overlap. Or switch to procedural —
design-levelcan scatter cave pieces with rotation jitter. - Outdoor kit (cliffs, ruins, forest path). Use the kit pattern but accept rotation/jitter at placement time. Mesh edges should fade naturally rather than snap cleanly. Pair with
organic-modelfor foliage scatter. - Sci-fi kit (corridors, doors, terminals). The style suffix becomes critical —
clean panels, soft cyan emissive trim, brushed metal, white background, isolated object. Hard surfaces drift more than organic ones; review every piece. - The user wants to add a piece later. The locked suffix lives in the kit’s notes (drop it in
assets/kits/dungeon/STYLE.mdif the user wants persistence). Reuse it verbatim for any addition — never re-derive.
Without Summer Engine
In a session without Summer Engine tools (the assets profile; thesummer-assets skill has the whole loop), do steps 1-3 and skip steps 4-5 (staging in a kit scene). Save the file where the person asked with out (the summer-assets skill says how), and tell them the path and format. Tell the person the grid from step 1, so they can check scale and pivots in their own engine.
Fallback (no MCP)
- Run each prompt at the Summer dashboard (or Hunyuan / Trellis web UIs), keeping the locked suffix.
- Download each
.glb. - Drop into
res://assets/kits/<kit-name>/. - Build the kit-display scene manually in Summer Engine, with one of each piece snapped to the grid.
- Hand to the level designer.
Handoff
After the kit is staged:Dungeon kit ready:res://assets/kits/dungeon/with wall, floor, pillar, door, corner, arch on a 2m snap grid. Display scene atres://assets/kits/dungeon/kit_dungeon.tscn. Next: hand off to the level-design step — instantiate kit pieces intolevel_01.tscn, snap to the 2m grid, dress with props (prop-model) and foliage (organic-model). For lighting, see3d-lighting.
See also
prop-model— for the chests, statues, and decorative props that dress the kit.organic-model— for foliage and rocks that break up modular repetition.asset-strategy— Pipeline 2 (textures + CSG) is the cheaper alternative when pieces are flat.scene-composition— how to organize the kit scene and the level scenes that consume it.3d-lighting— interior kit pieces typically need warm point lights at sconce positions.
From a shell
No Summer MCP tools in this session? Run each one as a command; whensummer --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.
Related skills
organic-model: Generate organic 3D shapes (trees, rocks, mushrooms, plants, crystals) where irregularity looks natural.prop-model: Generate one static 3D prop (sword, barrel, chest, lantern, statue): one object, no rig, a MeshInstance3D.asset-strategy: Route any ‘I need a [thing]’ asset request to the right skill: 2D, 3D, audio, video, VFX or animation.
Source:
library/skills/environment-kit/SKILL.md, rendered from summer-engine@4.3.0 on npm.
