| name | instantiate-asset-pack |
| description | Use when the user wants to import or spawn an entire asset pack (the multi-slice ArtAsset produced by `create-asset-sheet`) into the current scene — not a single slice, the whole pack. Reads the pack's per-slice metadata (zOrder, isComposite, parentSliceIndex, widget, bbox), groups composites, sorts children by paint order, and emits the Sprite2D / Node2D / NinePatchRect ops to lay it out correctly. Trigger on "import the X pack", "spawn the UI from pack Y", "bring in that asset sheet", "add the panel from the pack". |
| license | MIT |
| compatibility | ["Cursor","Claude Code","Windsurf","Codex"] |
| category | 2d-assets |
| user-invocable | true |
| allowed-tools | Read Grep Glob Write Edit summer_add_node summer_set_prop summer_set_resource_property summer_inspect_node summer_get_scene_tree summer_import_from_url |
| paths | ["assets/**","art/**","ui/**","scenes/**"] |
instantiate-asset-pack — Instantiate Asset Pack into Scene
A pack ArtAsset (produced by summer:2d-assets/create-asset-sheet) is a bundle of cropped slice PNGs with per-slice metadata. This skill is the runtime side: given a pack, lay its slices into the current scene as a correctly-grouped, correctly-layered set of nodes.
For wiring individual widget slices (9-slice panels, progress bars, toggles), this skill delegates to summer:2d-assets/use-widget-asset. This skill handles the pack-level layout: grouping composites, paint order, spatial offset, naming.
When to use
- "Import the dungeon UI pack."
- "Spawn the settings panel from that asset sheet I just made."
- "Bring the whole biome pack into this scene."
- "Add the card frame composite from pack X."
- User has a pack ArtAsset in their library and wants it placed in the scene, not just imported as files.
When NOT to use
- User wants a single slice → import it directly as a
Sprite2D (or summer:2d-assets/use-widget-asset if it's a UI widget).
- User wants to generate a new pack →
summer:2d-assets/create-asset-sheet.
- User wants to apply a slice as a material/texture on a 3D mesh → not the pack flow; see
asset_pipeline.json.
Pack JSON shape
Full schema: publicsummerengine/public/knowledge/asset_pack_schema.json.
The per-slice fields this skill cares about:
| Field | Used for |
|---|
name | Node name |
url | Texture path (after summer_import_from_url) |
bbox | Spatial offset of composite children relative to parent |
zOrder | z_index on the Sprite2D; sort children by this ascending |
isComposite | Filter out parent slices (flat previews, not runtime assets) |
parentSliceIndex | Group children to their composite parent |
pairWith | Toggle ON/OFF pair link |
widget | Wrap in NinePatchRect / TextureProgressBar via use-widget-asset |
category | Decide wrapper type — ui → Control tree, else Node2D/Sprite2D |
Legacy fallback: slice.zOrder ?? slice.layerIndex ?? packFileIndex, slice.isComposite ?? slice.isReference ?? false. packFileIndex is the iteration counter when looping packFiles[], not a stored field.
Standalone child slice
A standalone slice has no parentSliceIndex and isn't a composite parent. Spawn as a single Sprite2D:
- Import the slice URL via
summer_import_from_url to get a res:// path.
summer_add_node — type Sprite2D, name slice.name.
summer_set_prop — texture = res://....
- If
slice.zOrder is set, summer_set_prop — z_index = slice.zOrder.
If the slice has a widget field, hand off to summer:2d-assets/use-widget-asset after step 1.
Composite parent + children
A composite parent (isComposite: true) is the flat preview the wizard made of the assembled panel. Do not spawn it. Its children — slices whose parentSliceIndex points back at it — are the real runtime assets.
Recipe:
- Skip the parent. Filter out
isComposite: true slices unless the user asked for the flat preview.
- Group children. Collect every slice whose
parentSliceIndex matches this parent's index.
- Sort children by
zOrder ascending. Lower zOrder renders behind. Use the legacy fallback chain.
- Spawn a
Node2D parent named after the composite parent's name (e.g. settings_panel).
- For each child, in sorted order:
- Import
child.url → res:// path.
summer_add_node Sprite2D under the Node2D, name = child.name.
summer_set_prop — texture = res://....
summer_set_prop — z_index = child.zOrder.
summer_set_prop — position = Vector2(child.bbox.x - parent.bbox.x, child.bbox.y - parent.bbox.y).
- Apply widget post-processing to any child with a
widget field — see next section.
Widget post-processing
When a child slice has widget.kind set, the bare Sprite2D is not the right node. Replace or wrap it per the widget mapping:
| widget.kind | Node | Mapping |
|---|
panel, button | NinePatchRect | frameMargins[0..3] → patch_margin_left/top/right/bottom |
progress_bar | TextureProgressBar | fillRect → stretch_margin_*; orientation → fill_mode |
slider | HSlider/VSlider + NinePatchRect track | track uses frameMargins; slider sits on top |
toggle | TextureRect | Swap texture between this slice and packFiles[pairWith].url |
Delegate the actual wiring (percentage-to-pixel conversion, node-specific props) to summer:2d-assets/use-widget-asset. This skill places the node; that skill configures the geometry.
Naming convention
slice.name is canonical. The wizard's classifier produces snake_case names (play_button, health_bar_fill, settings_panel). Use as the node name verbatim.
- If the user said "name them with prefix X" (e.g. "prefix everything with
hud_"), prepend: hud_play_button.
- Composite parent's
name becomes the Node2D wrapper name.
- If a name collides with an existing node in the scene, suffix
_1, _2, etc. Do not silently overwrite.
Examples
Example 1 — Standalone slice import
Pack has one non-composite slice, crate_wooden, no widget metadata. Place it at scene origin:
{
"ops": [
{
"op": "AddNode",
"parent": ".",
"type": "Sprite2D",
"name": "crate_wooden"
},
{
"op": "SetProp",
"path": "./crate_wooden",
"key": "texture",
"value": "res://assets/images/crate_wooden.png"
},
{
"op": "SetProp",
"path": "./crate_wooden",
"key": "position",
"value": "Vector2(0, 0)"
},
{ "op": "SaveScene" }
]
}
Example 2 — Composite panel with three children
Pack has a composite parent settings_panel (filtered out) plus three children:
panel_bg — zOrder 0, bbox offset (0, 0), widget.kind = panel, frameMargins present
apply_button — zOrder 1, bbox offset (40, 120), widget.kind = button, frameMargins present
close_icon — zOrder 2, bbox offset (220, 8), no widget
{
"ops": [
{
"op": "AddNode",
"parent": ".",
"type": "Node2D",
"name": "settings_panel"
},
{
"op": "AddNode",
"parent": "./settings_panel",
"type": "NinePatchRect",
"name": "panel_bg"
},
{
"op": "SetProp",
"path": "./settings_panel/panel_bg",
"key": "texture",
"value": "res://assets/images/panel_bg.png"
},
{
"op": "SetProp",
"path": "./settings_panel/panel_bg",
"key": "z_index",
"value": 0
},
{
"op": "SetProp",
"path": "./settings_panel/panel_bg",
"key": "position",
"value": "Vector2(0, 0)"
},
{
"op": "AddNode",
"parent": "./settings_panel",
"type": "NinePatchRect",
"name": "apply_button"
},
{
"op": "SetProp",
"path": "./settings_panel/apply_button",
"key": "texture",
"value": "res://assets/images/apply_button.png"
},
{
"op": "SetProp",
"path": "./settings_panel/apply_button",
"key": "z_index",
"value": 1
},
{
"op": "SetProp",
"path": "./settings_panel/apply_button",
"key": "position",
"value": "Vector2(40, 120)"
},
{
"op": "AddNode",
"parent": "./settings_panel",
"type": "Sprite2D",
"name": "close_icon"
},
{
"op": "SetProp",
"path": "./settings_panel/close_icon",
"key": "texture",
"value": "res://assets/images/close_icon.png"
},
{
"op": "SetProp",
"path": "./settings_panel/close_icon",
"key": "z_index",
"value": 2
},
{
"op": "SetProp",
"path": "./settings_panel/close_icon",
"key": "position",
"value": "Vector2(220, 8)"
},
{ "op": "SaveScene" }
]
}
After this, hand panel_bg and apply_button to summer:2d-assets/use-widget-asset to set patch_margin_* from their widget.frameMargins.
Note the ops format: position is the Godot string "Vector2(0, 0)", not a JSON object. z_index is a bare integer. This is the format Summer Engine expects — see the publicsummerengine CLAUDE.md.
Failure modes
- Old pack with no
zOrder. Fall back to slice.zOrder ?? slice.layerIndex ?? packFileIndex. packFileIndex is the iteration counter when looping packFiles[] (not a persisted field). If even layerIndex is missing (very old pack), iteration order is the only signal — accept it.
- Old pack with no
isComposite. Fall back to slice.isComposite ?? slice.isReference ?? false. If both are missing on every slice, treat the whole pack as standalone — no compositing, every slice spawns at origin as its own Sprite2D.
- Composite parent with no children in the pack. The composite preview is the only thing the user has — render the parent as a regular Sprite2D (do not filter it out in this case).
- Child references a parent that's missing. Treat the child as standalone. Spawn at
Vector2(0, 0) with its own zOrder.
- Widget with no
frameMargins. The vision detector said kind: 'panel' but didn't emit margins. Render as TextureRect (or Sprite2D if outside a Control tree) and skip 9-slice. Do not invent margins.
- Name collision in scene. Suffix
_1, _2, etc. Never overwrite an existing node.
- Slice URL fails to import.
summer_import_from_url returns an error — skip that slice, log a warning, continue with the rest. Do not abort the whole pack.
Related skills
summer:2d-assets/create-asset-sheet — production side; how the pack was made.
summer:2d-assets/use-widget-asset — wiring an individual widget slice (NinePatchRect, TextureProgressBar geometry).
asset_pipeline.json — broader find-or-generate -> import -> apply flow.