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From summer
Runs a Godot/Summer Engine project, checks for compile errors, starts the game, waits for a frame, and reports clean run, warnings, or runtime errors.
npx claudepluginhub summerengine/summer-engine-agent --plugin summerHow this skill is triggered — by the user, by Claude, or both
Slash command
/summer:play**/project.godot**/*.tscnThis skill is limited to the following tools:
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
Press play. Watch what happens. Report it back.
Sets up the Summer Engine skill ecosystem: how to load skills and use MCP tools. Must be loaded at conversation start in any Summer Engine project.
Provides persistent godot-mcp and AI Bridge workflows for Godot 4.x projects, handling .tscn/.gd/.gdshader/.tres files and live editor tasks like scene inspection, node edits, refresh/run/test loops, runtime diagnostics, hybrid validation.
Interact with running Godot games via MCP: launch projects, capture screenshots, simulate clicks/keys, inspect/manipulate scene tree and properties. For UI testing, debugging, and state verification.
Share bugs, ideas, or general feedback.
Press play. Watch what happens. Report it back.
summer_is_running
If running:
The game is already playing. Stop and restart, or leave it?
Wait for the user. Don't unilaterally stop.
If not running, continue.
Cheapest call. If the script won't compile, play will fail with a noisy error — better to surface that clearly first.
summer_get_script_errors
If errors found:
Won't run yet — there's a script error:
<one-line summary>. Want me to /debug it?
Stop here on user's no.
summer_clear_console
summer_play
Wait ~2 seconds (so the engine has time to process at least one frame). Then:
summer_get_diagnostics
summer_get_debugger_errors
Three outcomes:
Clean: summer_get_diagnostics shows zero errors and zero warnings.
Running. No errors or warnings. Tell me what you see and I'll dig in if needed.
Warnings only:
Running. warnings —
<one-line summary of the most important one>. Want me to look at them?
Runtime error:
Crashed:
<error class>at<file>:<line>—<message>. Want me to /debug?
Leave the game running. The user wants to play it. Stop only on explicit ask.
| Situation | Right move |
|---|---|
| User says "play" with no context | Steps 1–5 above |
| User says "play and watch it for me" | After step 5, set a timer / poll summer_get_debugger_errors every few seconds for the duration the user specifies |
| User says "play the boss fight scene" | Open the specific scene first (summer_open_scene "scenes/boss_fight.tscn"), then steps 1–5 |
| Game is already running and user says "play" again | Step 1's check covers it — ask before restarting |
summer_get_console instead of summer_get_debugger_errors for runtime errors. Console has print() output and warnings; debugger errors has the stack traces.This skill mutates engine state (clearing console, starting play). It's a read-side workflow with one safe write (summer_play). No "May I" needed — this is what the user asked for. Do confirm before stopping a running game.
No template — works against any Godot/Summer project that has a main scene set in project.godot.
references/mcp-tools-reference.md — full tool listdebugging/debug/SKILL.md — what to do when /play surfaces an error