spawn_skill
Load skill ids for every aspect of your build—visual, movement, systems, terrain—to get the engine's real techniques and avoid default-looking results.
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. |