| name | environment-kit |
| description | Use when generating a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corner blocks that snap together to form a level. Multiple meshes that share a visual style. Trigger on "build a dungeon kit", "modular walls", "level kit", "tileset", "interior pieces", "snap-together pieces", "make a kit for the temple". |
| license | MIT |
| compatibility | ["Cursor","Claude Code","Windsurf","Codex"] |
| category | 3d-assets |
| user-invocable | true |
| allowed-tools | Read Grep summer_search_assets summer_list_my_assets summer_get_asset summer_import_asset_by_id summer_generate_3d summer_generate_image summer_import_from_url summer_add_node summer_set_prop summer_inspect_node summer_get_scene_tree summer_save_scene |
| paths | ["assets/kits/**","assets/models/**","**/*.tscn","**/*.gd"] |
Environment Kit — Style-Locked Modular Pieces
A kit is a family of meshes — wall, floor, door, pillar, corner, arch — that the level designer snaps together to build interiors and exteriors. The skill exists to solve one specific failure mode: generating each piece with a fresh prompt produces six pieces that look like they came from six different games. The fix is the style anchor pattern — generate one piece first, lock its prompt suffix, and reuse that exact suffix for every subsequent piece.
The backing tool is summer_generate_3d, called multiple times. Each call costs ~$0.50, so a 6-piece kit is ~$3 and ~5 minutes. Confirm scope before starting.
When to use
- "Build me a dungeon kit — walls, floor, door, pillar."
- "I need modular wall pieces for a sci-fi corridor."
- "Make a tileset for a wooden tavern interior."
- "Generate the pieces for a stone temple — I'll assemble the level."
- The user wants to build a level out of repeating, snapping pieces.
When NOT to use
- A single hero prop (single chest, single throne) →
summer:3d-assets/prop-model.
- Open-world terrain (rolling hills, forests) → use a heightmap + scattered organic models from
summer:3d-assets/organic-model.
- Repeating flat surfaces only (just walls and floors, no decorative pieces) →
summer:asset-pipeline/asset-strategy Pipeline 2 (textures + CSG) is cheaper and snaps perfectly to grid.
- Characters or vehicles in the scene — those are separate skills.
The style anchor pattern
This is the whole skill. Get this right and the kit looks unified. Get this wrong and you waste $3.
- Generate the anchor piece first. Pick the most visually defining piece — usually the wall or the door. Iterate the prompt until the user approves it visually.
- Extract the style suffix. Everything after the object description. Example anchor prompt:
A stone dungeon wall section, mossy granite blocks with iron reinforcements,
torch-bracket sconce, weathered surface. Game asset, centered, stylized
low-poly game art, warm torchlight palette, white background, isolated object.
The suffix to lock is everything from Game asset, ... onward, plus mossy granite blocks with iron reinforcements, weathered surface, warm torchlight palette — the material + palette tokens.
- Reuse the suffix verbatim for every other piece. Only change the object description at the front.
| Anchor: wall | A stone dungeon wall section, ... + LOCKED SUFFIX |
| Floor tile | A stone dungeon floor tile, square, ... + SAME LOCKED SUFFIX |
| Pillar | A stone dungeon pillar, square base, fluted shaft, ... + SAME LOCKED SUFFIX |
| Door | A stone dungeon doorway, arched, heavy wooden door with iron studs, ... + SAME LOCKED SUFFIX |
| Corner block | A stone dungeon corner wall section, two walls joined at right angle, ... + SAME LOCKED SUFFIX |
| Arch | A stone dungeon archway with keystone, ... + SAME LOCKED SUFFIX |
If the user says "the door doesn't match the rest", the answer is almost always: the suffix drifted. Check the exact strings.
Snap-grid alignment
Kit pieces only feel modular if they snap to a fixed grid. Pick the grid before generating and tell the user.
| Grid size | Use for | Notes |
|---|
| 1m | Tight interiors (dungeons, ship corridors, cells) | Wall = 1×3×0.3m. Floor = 1×1m. Most common. |
| 2m | Standard interiors (homes, taverns, offices) | Wall = 2×3×0.3m. Floor = 2×2m. Halves piece count. |
| 4m | Exteriors and large halls (temples, warehouses, throne rooms) | Wall = 4×4×0.4m. Floor = 4×4m. Quarter the piece count for the same area. |
Critical: include the dimensions in the prompt. summer_generate_3d doesn't enforce them, but Hunyuan respects scale cues — 2 meter tall wall section produces a mesh that imports near 2m tall. Then verify with summer_inspect_resource and scale-correct in the editor if needed.
Steps
1. Confirm scope and pick the grid
About to build a dungeon kit. Suggested pieces: wall, floor, pillar, door, corner, arch (6 pieces, ~$3, ~5 min). Snap grid: 2m (standard interior). OK?
2. Generate the anchor (wall)
Use the prop-style prompt with explicit dimensions:
summer_generate_3d(
prompt="A 2 meter wide by 3 meter tall stone dungeon wall section, mossy granite blocks with iron reinforcements, torch-bracket sconce, weathered surface. Game asset, centered, stylized low-poly game art, warm torchlight palette, white background, isolated object.",
model="hunyuan",
options={ target_polycount: 1500 },
wait=true
)
summer_get_asset(assetId="<assetId>")
summer_import_asset_by_id(assetId="<assetId>", path="res://assets/kits/dungeon/wall.glb")
Show the result to the user. Iterate the anchor until approved — every other piece copies its style.
3. Lock the suffix and generate the remaining pieces
Once the user says "yes, that's the look", store the locked suffix and crank through the rest. Same model, same polycount, same options. Only the object description changes.
# Floor
summer_generate_3d(prompt="A 2 by 2 meter square stone dungeon floor tile, mossy granite blocks with iron reinforcements, weathered surface. Game asset, centered, stylized low-poly game art, warm torchlight palette, white background, isolated object.", model="hunyuan", options={ target_polycount: 800 })
# Pillar
summer_generate_3d(prompt="A 3 meter tall stone dungeon pillar, square base, fluted shaft, mossy granite blocks with iron reinforcements, weathered surface. Game asset, ...", model="hunyuan", options={ target_polycount: 1500 })
# Door, Corner, Arch — same pattern.
For each completed generation, capture the returned assetId, then import that
exact ID with summer_import_asset_by_id. Do not search for generated pieces by
name after creating them; exact IDs are the production path.
Polycount targets per kit piece: walls/floors 800–1500 tris (placed dozens of times), decorative (pillar, arch) 1500–3000, doors 2000–3000.
4. Import and stage in a kit scene
Don't dump the kit into the level scene. Make a kit_dungeon.tscn that holds one of every piece, labelled, positioned next to each other on the snap grid. The level designer instantiates from there.
summer_add_node(parent="./KitRoot", type="Node3D", name="Wall")
summer_set_prop(path="./KitRoot/Wall", property="scene", value="res://assets/kits/dungeon/wall.glb")
summer_set_prop(path="./KitRoot/Wall", property="position", value="Vector3(0, 0, 0)")
# ...repeat for floor, pillar, door, corner, arch with positions Vector3(2,0,0), Vector3(4,0,0), ...
summer_save_scene
5. Verify scale and pivots
summer_inspect_resource(path="res://assets/kits/dungeon/wall.glb")
Check the AABB. If the wall is 1.85m tall when you asked for 3m, scale it in the editor (or re-import with Scale in the import dock). Pivots should sit at the bottom-back corner for walls and bottom-center for floors — that makes snapping to a 2m grid trivial. If pivots are wrong, use Godot's "Center to Origin" import option.
Anti-patterns
- Drifting style suffix. Each piece gets a slightly different suffix → the kit looks mismatched. Copy-paste the exact string.
- Different polycount per piece. A 5k-tri pillar next to a 500-tri wall reads as "the pillar is a hero piece" — wrong; they should feel like equal kit citizens. Match polycount within ~2× across the kit.
- Skipping the anchor approval. If you generate all six pieces in a batch, you bake in whatever the first call's interpretation of the style was — and the user may hate it after $3 of generation.
- Generating walls / floors as individual meshes when you only need a tileable texture. A flat wall section is cheaper as a textured
CSGBox3D. Reserve the kit for pieces that need actual geometric detail (sconces, mouldings, doorways, arches).
- No scale cue in the prompt. Wall comes back 0.4m tall. Always include
2 meter wide by 3 meter tall (or your chosen grid).
- Forgetting the snap grid. A 1.87m-tall wall with no scale fix → level looks crooked when tiled.
Edge cases
- Curved or organic kit (cave, alien hive). Modular geometry resists snapping. Generate longer pieces (4m walls, transition tiles) and accept some overlap. Or switch to procedural —
summer:level-design can scatter cave pieces with rotation jitter.
- Outdoor kit (cliffs, ruins, forest path). Use the kit pattern but accept rotation/jitter at placement time. Mesh edges should fade naturally rather than snap cleanly. Pair with
summer:3d-assets/organic-model for foliage scatter.
- Sci-fi kit (corridors, doors, terminals). The style suffix becomes critical —
clean panels, soft cyan emissive trim, brushed metal, white background, isolated object. Hard surfaces drift more than organic ones; review every piece.
- The user wants to add a piece later. The locked suffix lives in the kit's notes (drop it in
assets/kits/dungeon/STYLE.md if the user wants persistence). Reuse it verbatim for any addition — never re-derive.
Fallback (no MCP)
- Run each prompt at the Summer dashboard (or Hunyuan / Trellis web UIs), keeping the locked suffix.
- Download each
.glb.
- Drop into
res://assets/kits/<kit-name>/.
- Build the kit-display scene manually in Godot — one of each piece, snapped to grid.
- Hand to the level designer.
Handoff
After the kit is staged:
Dungeon kit ready: res://assets/kits/dungeon/ with wall, floor, pillar, door, corner, arch on a 2m snap grid. Display scene at res://assets/kits/dungeon/kit_dungeon.tscn.
Next: hand off to the level-design step — instantiate kit pieces into level_01.tscn, snap to the 2m grid, dress with props (summer:3d-assets/prop-model) and foliage (summer:3d-assets/organic-model). For lighting, see summer:3d-lighting.
See also
summer:3d-assets/prop-model — for the chests, statues, and decorative props that dress the kit.
summer:3d-assets/organic-model — for foliage and rocks that break up modular repetition.
summer:asset-pipeline/asset-strategy — Pipeline 2 (textures + CSG) is the cheaper alternative when pieces are flat.
summer:scene-composition — how to organize the kit scene and the level scenes that consume it.
summer:3d-lighting — interior kit pieces typically need warm point lights at sconce positions.