headless-scripting

headless-scripting is a skill for Claude Code, Codex from SummerEngine/summer-engine-agent. It costs 92 tokens per session (6,156 once invoked), scanned A, original, MIT.

A way to run GDScript directly from the command line with the full game engine loaded, without opening the editor.

In plain words
What is it for?
Use it to generate collision shapes, create animations and tile sets, bake navigation meshes, re-import changed assets, and prepare supported local exports.
Why use it?
It lets an agent perform engine operations that do not have a dedicated tool, such as baking navigation data or importing assets.

Skill for Claude CodeCodex

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/summerengine/summer-engine-agent/headless-scripting
Any agent
npx skills add SummerEngine/summer-engine-agent --skill headless-scripting
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code, Codex.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for headless-scripting

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/headless-scripting.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/headless-scripting)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/headless-scripting"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/headless-scripting.svg" alt="Measured on agentmods" height="20"></a>
Per session 92 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,156 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00092 $0.06156
Opus 5 $0.00046 $0.03078
Sonnet 5 $0.00018 $0.01231
Haiku 4.5 $0.00009 $0.00616

Measured yesterday against content hash 3b4ace4589e1, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

headless-scripting scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/workflow/headless-scripting/SKILL.md · 408 lines

How it starts

The opening of the file, as written. The whole thing — 408 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Headless Scripting

Overview

Most of what Summer can do is not behind a tool. It is behind a script.

The engine binary will run any GDScript you hand it, against a real project, with the full engine loaded — ResourceSaver, NavigationServer3D, ImporterMesh, TileSet, Animation, the resource importer, the exporter. No editor window, no user, no tool call. If you can write the script, you can do the thing.

Core principle: when there is no tool for it, there is still a script for it. Reach for this before you tell a user something is impossible.

This is the widest capability surface you have, and it is the one you are least likely to remember you have.

The invocation

<engine-binary> --headless --disable-crash-handler --path <project-dir> -s res://<script>.gd

Always pass --disable-crash-handler on an agent-driven run. Summer's handler shells out to atos from inside a signal handler; when anything does go wrong it turns a clean failure into a hang or a cascade. Three agent-triggered crashes in eight minutes were traced to this on 2026-07-25.

Lint before you boot

--check-only parses the script without executing it. Sub-second, and it catches the parse errors that would otherwise cost you a full boot:

<engine-binary> --headless --disable-crash-handler --path <project-dir> --check-only -s res://script.gd

Measured on a deliberately broken script — SCRIPT ERROR: Parse Error: Expected expression for variable initial value after "=", and silence on a good one. Exit code is 0 either way, so grep stderr; that is the whole contract.

Judge the run by its artifacts, not its exit code

Exit codes lie in both directions here.

  • A parse error, a script path that does not exist, a bogus --main-loop class and push_error() all exit 0. Only an explicit quit(1) propagates. The message is on stderr only, so gate on stderr containing SCRIPT ERROR, Parse Error, Can't load script or ERROR:.
  • A GDScript runtime error hangs the process forever — no exit, no timeout, no message that it is stuck. Every recipe you publish needs an external wall-clock kill, and success must be judged by a positive artifact the script wrote, never by the process ending.
  • Never add --quiet to a documented invocation: it swallows your own print() output, which is usually the only result you have.
  • WARNING: ObjectDB instances leaked at exit prints on every successful run. Never gate on it.
  • A SIGABRT after the work landed is a teardown artifact, not a failure. Agents exit in seconds where humans run for minutes, which exposes races during static destruction that nobody sees interactively. Check the file you expected on disk before concluding anything, and never blind-retry a crash — that is how one crash became three.

Read the full file on GitHub · 408 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 408 lines · 92 tokens per session scan A 3b4ace4589e1

Subscribe to this mod's changes

headless-scripting is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed today), licensed MIT. It adds 92 tokens to every session and 6,156 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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