spawn_skill
Load the skill guides for every aspect of the work you're about to build, so the code uses intended mechanics and appearances instead of defaults.
Instructions
Load the craft for what you are about to build — pass EVERY skill the work touches, not one. This is where the engine's real technique lives (how a HUD is actually built, how a material is written, how terrain is sculpted); the API reference only lists fields, so code written without the skills works but looks and behaves like a default. Anything visual should carry the look skills alongside the mechanic: a HUD is game-ui + drawn-art, a glowing surface is custom-materials + looks, a scene is world-composition + looks. Guessing an id is fine and cheap — a miss answers with the real menu.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| id | No | Single skill id — prefer ids: [...] and load the whole set at once | |
| ids | No | Skill ids to load together, e.g. ["game-ui","drawn-art","looks"]. Pass every domain the next chunk of work touches — mechanic AND look. These are long documents (~7k tokens each), so 2-4 ids for the work actually in front of you, not the whole menu. Visual: drawn-art, game-ui, looks, custom-materials, fx, slash-vfx, 3d-sprites, world-composition, match-a-reference. Motion/camera: platformer-movement, vehicles, camera-first-person, camera-third-person, camera-isometric, camera-top-down. Systems: scripted-systems, data-and-saves, npc, enemy-ai, combat, projectiles, leaderboard, interactive-objects. Terrain/build: heightmap-terrain, voxel-terrain, structures, custom-geometry. spawn_skills is the authoritative live list. | |
| projectDir | No | Absolute path to the Spawn game project (game.json / .env). Defaults to SPAWN_PROJECT_DIR or the MCP process cwd. |