scene-composition

scene-composition is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 64 tokens per session (2,145 once invoked), scanned A, original, MIT.

A guide to organizing Summer Engine scenes, including node hierarchies, reusable sub-scenes, prefabs, and the choice between instancing an existing scene or adding nodes directly.

In plain words
What is it for?
Use it when building levels, characters, props, or user interfaces; deciding what to extract into a reusable scene; and writing correct relative paths such as ./World/Player.
Why use it?
Consistent scene structure makes levels, characters, and interfaces easier to understand, reuse, and edit with MCP tools. It also clarifies how paths refer to nodes inside a scene.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

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/scene-composition
Any agent
npx skills add SummerEngine/summer-engine-agent --skill scene-composition
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

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 scene-composition

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/scene-composition.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/scene-composition)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/scene-composition"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/scene-composition.svg" alt="Measured on agentmods" height="20"></a>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,145 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 5.1 $0.00064 $0.02145
Opus 5 $0.00032 $0.01073
Sonnet 5 $0.00013 $0.00429
Haiku 4.5 $0.00006 $0.00215

Measured 2d ago against content hash 7350e0af0064, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

scene-composition 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 2d ago.

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/scene-and-project/scene-composition/SKILL.md · 160 lines

How it starts

The opening of the file, as written. The whole thing — 160 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Scene Composition for Summer Engine

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

Node Hierarchy Conventions

3D Scenes

World (Node3D)                    # Root or main container
├── Camera3D                      # Main camera
├── DirectionalLight3D            # Sun / primary light
├── WorldEnvironment              # Sky, ambient, fog
├── Level (Node3D)                # Level geometry
│   ├── Ground
│   ├── Walls
│   └── Platforms
├── Props (Node3D)                # Placed objects (trees, crates)
├── Enemies (Node3D)              # Enemy instances
└── Player                        # Player instance (or instantiated)

2D Scenes

Level (Node2D)
├── TileMapLayer                  # Or TileMap
├── Characters
├── Props
└── Effects

UI Scenes

CanvasLayer or Control
├── MarginContainer
│   ├── VBoxContainer
│   │   ├── Label
│   │   ├── Button
│   │   └── Button

Parent Paths for MCP

Use ./ for paths relative to the scene root:

Path Meaning
./ Scene root
./World Child named "World" of root
./World/Player Player under World
./World/Props/Tree1 Tree1 under Props under World

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")

Read the full file on GitHub · 160 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. 2d ago Changed · +64 tokens per session 7350e0af0064
  2. 6d ago First seen · 160 lines · 0 tokens per session scan A 4e0bb8e7240e

Subscribe to this mod's changes

scene-composition is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed yesterday), licensed MIT. It adds 64 tokens to every session and 2,145 once invoked, about $0.0003 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 2026-08-30.

Related

Other skills, from other repositories

self-evolve

Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.

tettethu/VibeGame · 50 tokens

artist-self-evolve

Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.

tettethu/VibeGame · 62 tokens

vibegame-build

Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.

tettethu/VibeGame · 42 tokens

vibegame-start

Resume a VibeGame orchestrator session after vibegame start. Use at the beginning of a Claude or Codex session to inspect team runtime state, repair missing persistent members, load goal and GDD context, inspect tasks, and ask the user what to do next.

tettethu/VibeGame · 61 tokens

vibegame-edit

Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.

tettethu/VibeGame · 57 tokens

hearth-feel

Make a Hearth game feel good, not just run — the juice stack (hit-stop, screen shake, flash, particle bursts, layered sound), tween easing, camera effects, anticipation/recovery animation idioms, game-UX conventions (menus, pause, onboarding, difficulty, save etiquette), effect-asserting playtests, and the quality bar…

echoo19/hearth · 97 tokens