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.
npx skills add SummerEngine/summer-engine-agent --skill scene-to-levelgit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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.
[](https://agentmods.dev/skills/summerengine/summer-engine-agent/scene-to-level)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/scene-to-level"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/scene-to-level/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/scene-to-level"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/scene-to-level.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00084 | $0.01954 |
| Opus 5 | $0.00042 | $0.00977 |
| Sonnet 5 | $0.00017 | $0.00391 |
| Haiku 4.5 | $0.00008 | $0.00195 |
Grade A, and why
scene-to-level 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 10d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- scene-to-level — 91% identical, 60 lines differ
How it starts
The opening of the file, as written. The whole thing — 132 lines — stays where its author put it; the contents beside it link to each section on GitHub.
scene-to-level — From a reference image to a playable scene
This is the orchestrator skill. It does not generate art, slice sheets, or write game code. It routes the user through the chain of skills that do and stitches their outputs into a placeable Summer Engine scene.
Use it when the user shows you a screenshot or concept image and says "build this." The output is a .tscn you can hit play on, populated with assets that match the reference's style.
The pipeline (decision tree)
1. Read the reference image (vision).
└── What kind of scene is it?
├─ 2D top-down / isometric / side-scroller
│ └── route to TERRAIN + 2D ASSETS path
├─ 3D third-person / first-person
│ └── route to 3D ASSETS path (out of scope for this skill —
│ use summer:3d-assets/ subskills directly)
└─ UI-only screen (menu, HUD)
└── route to UI ASSETS path (just plan-asset-pack)
2. For each visible element, route to the right sub-pipeline:
TERRAIN → summer:2d-assets/tileable-texture
(auto-tiling Wang / 47-tile sheet; CURRENTLY a placeholder
that generates a single tile — full auto-tile work is
tracked in publicsummerengine/Docs/assetCreation/
TERRAIN_AUTOTILE_IDEA.md and not yet built)
PROPS / DECOR / LIGHTING / NATURE / WATER / BUILDINGS / UI / VFX
── If user has time for individual generation, prefer:
│ summer:2d-assets/create-asset-sheet (Plan + Generate Pack
│ mode at /studio/plan-asset-pack — higher quality, each asset
│ gets full model attention)
└── If user wants fast / exploratory:
summer:2d-assets/create-asset-sheet (Slice from a sheet at
/studio/create-tileset — one sheet, autoslice, cheaper)
CHARACTERS → summer:2d-assets/character-portrait first for the static
frame, then summer:2d-assets/sprite-sheet for animation
3. Once assets exist, USE-WIDGET-ASSET on any UI / panel / bar /
toggle pack files to wire them as NinePatchRect / TextureProgressBar
/ etc. (see summer:2d-assets/use-widget-asset)
4. Compose the scene:
- summer_create_scene(path=..., rootName=..., allow_temporary_scene_mutation=true).
It has no root-type argument: the new scene's root is copied from the
currently-open (or main) scene's root, children stripped and root renamed.
Start from a 2D scene if you want a Node2D root.
- Add a TileMapLayer node for terrain; assign the generated tileset
resource (`TileMap` is deprecated on the current Summer technical line)
- Place props as Sprite2D / TextureRect children, positioned to
match the reference's composition
- Wire UI as Control nodes anchored to the viewport
- Every mutation tool here takes a required `scenePath`
5. Validate:
- summer_get_diagnostics (no args, project-wide) — or
summer_get_script_errors(path="res://...gd") for one specific file
- summer_play (the user takes over from here)
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.
- 10d ago First seen · 132 lines · 84 tokens per session scan A 83a58db61268
scene-to-level is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 84 tokens to every session and 1,954 once invoked, about $0.0004 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.
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