--- name: blazium-nodes-scenes pack: engine --- # blazium-nodes-scenes Engine baseline: **Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`)**. Use APIs that exist on `blazium_4.8`. ## Why Scene tree work is the most common agent task. ## What PackedScene, instancing, autoloads. Prefer JustAMCP scene/node tools (~44 + 14). **Non-goals:** Do not own signal architecture (signals-groups) or 2D movement. Do not require C# `SceneTree` scene builders. Silent-failure pack traps: owner chain (skip instanced GLB/`.tscn`), pack-then-instantiate count, `.gdignore`, `generate_normals()`, MultiMesh + GLB / `material_override`. ## How 1. Inspect project version (4.8.x / 0.8.x). Use APIs that exist on `blazium_4.8`. 2. Prefer JustAMCP tools when the editor MCP is connected. 3. Implement the smallest `blazium_4.8`-safe pattern. 4. Verify with Autowork or play-mode MCP, not screenshots alone. Engine / module path: `JustAMCP scene_tools + node_tools`. ## Reasoning Godot-parity skill, Blazium-pinned, with JustAMCP handoff. Distinct so the router can load one engine surface at a time. ## Sources - Blazium: JustAMCP scene_tools + node_tools ## Limits Do not invent classes, flags, or CLI verbs. Pin Blazium 0.8.x (Godot 4.8.x fork, branch `blazium_4.8`). Prefer JustAMCP, Autowork, or `blazium-cli` over unverified editor clicks. ## Related skills - `blazium-signals-groups` — adjacent - `blazium-mcp` — adjacent