Skip to main content
scene-composition 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. Scene structure: node hierarchy, when to extract sub-scenes, reusable prefabs, instance vs add node.

When your agent uses it

  • Building or organizing Summer Engine scenes: node hierarchy conventions, sub-scene extraction, prefab patterns, PackedScene decisions
  • Deciding whether to extract a sub-scene, instance a prefab, or add nodes inline as a scene grows

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

Organize scenes for clarity, reuse, and MCP compatibility. Follow these conventions when building levels, characters, and UI.

Node Hierarchy Conventions

3D Scenes

2D Scenes

UI Scenes

Parent Paths for MCP

Use ./ for paths relative to the scene root: Never use /World (absolute) or World (missing ./). The engine expects ./ prefix.

When to Use Sub-Scenes

Use sub-scenes (separate .tscn files) when:
  • The same setup appears in multiple places (player, enemy, pickup)
  • The setup has many nodes and would clutter the main scene
  • You want to edit a prefab in isolation
Use inline nodes when:
  • The node is unique to this scene (main camera, level-specific light)
  • It’s a simple one-off (single MeshInstance3D)

Creating a Sub-Scene

  1. Build the hierarchy in the main scene
  2. Select the root of what you want to extract
  3. Save as scene: summer_save_scene(scenePath="res://scenes/source.tscn", path="res://scenes/player.tscn"). scenePath names the scene being saved and is required; path is the optional save-as target. There is no “current scene” default.
  4. In the main scene, add it with summer_instantiate_scene(scenePath="res://main.tscn", parent="./World", scene="res://scenes/player.tscn", name="Player")
Practical approach: Create reusable scenes (player.tscn, enemy.tscn) as separate scene files, then instantiate them into levels.

InstantiateScene vs AddNode

Do not use summer_set_prop with mesh for a .glb path. Use summer_instantiate_scene for .tscn and .glb files.

Save Conventions

  • The mutation tools (summer_add_node, summer_set_prop, …) already append one save per call, so a standalone summer_save_scene is only for a save-as or an explicit extra flush
  • Save-as: summer_save_scene(scenePath="res://main.tscn", path="res://scenes/level1.tscn")
  • Plain save: summer_save_scene(scenePath="res://main.tscn") — scenePath is required in both forms

Spatial Placement

When a 3D prop, character, collider, platform, wall-mounted object, shelf item, or tight-space asset must sit flush, avoid overlap, or preserve clearance, load the spatial-placement skill. Follow its inspect -> place -> Starcast -> correct -> verify loop instead of judging precise placement from transforms or a screenshot alone.

Common Mistakes

  1. Wrong parent path: ./NonExistent fails. Ensure the parent exists before adding children.
  2. Unnamed scene: Saving without a path fails if the scene was never saved. Use path for new scenes.
  3. Duplicate names: the engine auto-renames (Node, Node2, etc.). Use descriptive unique names.
  4. Mixing 2D and 3D: Don’t put Node2D under Node3D or vice versa in the same hierarchy.

Fallback

MCP is the preferred path, not a requirement. Hand-written .tscn text loads and instantiates fine — including [ext_resource] lines with no uid= field, which the engine resolves by path (verified by loading such a scene on the shipped 4.6.1 build). Format version 3 is current. What actually goes wrong when you hand-write scenes is mundane and checkable: a SubResource("id") with no matching [sub_resource id="id"] block, a parent= path naming a node that isn’t declared above it, or an [ext_resource path=...] pointing at a file that hasn’t been imported yet (--headless --import, or summer_import_from_url, before it will load). So: use MCP when it’s connected because the ops are undoable as one step and the engine validates paths for you. When it isn’t, write the .tscn and then open it once to confirm it loads. Do not tell the user it’s impossible.

Trap — Cross-scene transform leak when copying a scene as a template

When you duplicate a scene to spawn a sibling level (for example, level_1.tscn → level_2.tscn), every child instance carries its transform offset baked at the original level’s coordinate system. If the source level places its player at world (223, 108, -1833) and instances a kill-volume scene at offset (512, -3, 512), those numbers are anchored to the source level’s terrain origin. Drop the same kill-volume instance into a level whose player spawns at world (0, 1, 0) and the volume’s wall colliders may end up slicing the new arena at world x = 0. The user sees a “glitching invisible line through the middle of the map” they can’t pass through. The colliders are invisible under the floor, so visual diagnosis is hard. Only collision-walking through them reveals the problem. Rule when copying a scene as a template:
  1. Audit every child instance for hardcoded transform = Transform3D(...) lines.
  2. Decide for each: keep, re-zero (origin = (0,0,0)), or drop entirely.
  3. The bigger the original level’s world-space coordinates, the more dangerous the copy. Re-zero by default; you can move things back if needed.
  4. Levels that spawn the player at world origin (for example flat arenas centered on (0,0,0)) should drop ALL transform overrides from carry-over instances. Only re-add transforms relative to the new origin.

Trap — Third-person camera collision when foliage shouldn’t block

SpringArm3D shortens the camera boom when it raycasts into geometry on the configured collision_mask. If your trees, bushes, or grass have collision so the player physically bumps them, on the same layer the SpringArm queries, the camera shortens for foliage too. Players see the camera awkwardly snap forward whenever they walk near a tree. The pattern that works:
  1. Foliage gets its own physics layer. Conventionally layer 9 (“Foliage”).
    • Foliage StaticBody3D: collision_layer = 256 (which is 2^8, layer 9).
  2. Player still bumps into foliage by including that layer in its collision_mask.
    • Player CharacterBody3D: collision_mask = 259 (which is 1 + 2 + 256, Entities + Level + Foliage).
  3. SpringArm uses a mask that catches solid level geometry but excludes foliage.
    • SpringArm: collision_mask = 3 (which is 1 + 2, Entities + Level only).
  4. For the visual fade the user expects when the camera is “behind” a tree, use a camera-occlusion fade instead of collision: if the project has one, add the foliage mesh to its group (for example camera_fade) so it ghosts the mesh when it crosses the camera-to-player segment.
Why per-layer split: there’s no clean way to exclude a single body type from SpringArm3D’s collision check via add_excluded_object for dynamically-spawned foliage. You’d have to register every tree at spawn time and re-register on level change. Layer filtering needs no upkeep. Don’t skip the player mask update. If you only move foliage to layer 9 without adding it to the player’s mask, the player walks straight through trees.

Collaborative protocol

This skill creates and mutates scene files. Always ask before applying: “May I create res://scenes/player.tscn and instantiate it under ./World?”.

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.
  • scene-scripting: Build scenes, levels, HUDs and wiring with one editor GDScript (summer_run_script) instead of call chains.
  • spatial-placement: Place 3D objects and modular kit pieces from measured geometry: floors, walls, facades, pipes, alcoves.

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