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live-editor

live-editor

Use this skill whenever a request involves a Godot project's live editor or running game: inspect scene, node, or UI state; change scenes, nodes, properties, or signals; run a scene; or prove gameplay or UI behavior. Prefer the `hera-godot` CLI over guessing from project files or stale editor state.

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Skill documentation

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name: live-editor description: "Use this skill whenever a request involves a Godot project's live editor or running game: inspect scene, node, or UI state; change scenes, nodes, properties, or signals; run a scene; or prove gameplay or UI behavior. Prefer the hera-godot CLI over guessing from project files or stale editor state."

Hera live Godot workflow

Use Hera only with a running Godot editor that has the Hera Agent Godot addon enabled (verified on Godot 4.2–4.7; 4.7 recommended). CLI output is the source of truth for live editor and runtime state.

Start with the live editor

  1. Run hera-godot status. If no live editor is found, ask the user to enable the addon under Project Settings → Plugins; do not infer editor state from files.
  2. If multiple editors are found, run hera-godot instances. Pass hera-godot --instance <pid> for any mutation.
  3. Before UI work, run hera-godot guidance ui and follow its returned mode.

Editor and game PIDs are separate. Use global --instance <editor-pid> for the editor, then game --pid <game-pid> ... to select a fresh entry from game instances, including externally launched games. Keep the game PID on QA commands and scenarios. Never fall back to a different runtime when it expires. --instance/--pid do not isolate user://; if shared_user_data is set, split user data directories before parallel QA. Runtime screenshot sizes are the live viewport; do not assume the project resolution or upscale. If hera-godot instances shows stale, the editor process may still be running with an expired heartbeat — that is not the same as no editor.

Keep reads small and writes safe

  • Default output is compact. Prefer hera-godot --ids scene tree, selected node get --prop/--props, scoped game ui tree, and game qa discover before full dumps.
  • Use node add/set/remove and signal connect/disconnect for normal editor changes; Godot records those as undoable steps. Prefer them to eval, whose expression can have side effects and is not undoable.
  • Scene, resource, script, import, and project-setting commands persist to disk. game node set/call, game click, and game input affect only the running game and disappear when it stops.
  • Keep one editor per project. After direct .tscn edits, stop the game, hera-godot scene reload, then save through the editor.
  • The Hera runtime autoload is excluded from exports and restored afterward; do not persist a separate production autoload for the inspector.

Choose the script language

Use .gd for GDScript or .cs for C#; optional --lang gdscript|csharp on script create must match the extension. Do not infer a default from the project. Before C# create/open/attach, check status.csharp_supported; it reports Godot .NET capability, not SDK installation. C# templates use a filename-matching partial class. Build and reload the assembly before attachment; Hera does not build or generate solution files. C# inspect/current reads loaded-assembly metadata, which can be unavailable or stale. script current cannot observe external IDE focus. eval always uses a GDScript expression.

Runtime QA discovery accepts qa_* and Qa followed by an uppercase letter, such as QaReady; preserve exact case when calling C# methods. See the Hera repository's docs/CSHARP_SUPPORT.md for setup and limitations.

Prove the result

  • After a change, read the changed property or node tree. After a run, check hera-godot output --type error or hera-godot diagnostics.
  • For visual/UI work, use game ui tree, semantic game click, and hera-godot screenshot --runtime --analyze. For prompt requirements, prefer a game qa --file scenario with requirements and per-step covers.
  • After editing GDScript, run that project's headless --check-only gate when available, then re-check diagnostics. After C# changes, build the .NET project, reload the assembly, and verify runtime behavior; GDScript --check-only does not compile C#.

Hera sends any configured HERA_AGENT_GODOT_TOKEN automatically. Never print or place that token in project files. For the complete command reference, see the Hera repository's docs/COMMANDS.md.

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