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live-editor【开发与工程】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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hera-godot CLI over guessing from project files or stale editor state."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.
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.hera-godot instances. Pass
hera-godot --instance <pid> for any mutation.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.
hera-godot --ids scene tree, selected
node get --prop/--props, scoped game ui tree, and game qa discover
before full dumps.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.game node set/call, game click, and game input affect only the
running game and disappear when it stops..tscn edits, stop the game,
hera-godot scene reload, then save through the editor.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.
hera-godot output --type error or hera-godot diagnostics.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.--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.