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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, pr…

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技能内容

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 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.

  1. If multiple editors are found, run hera instances. Pass

hera --instance <pid> for any mutation.

  1. Before UI work, run hera 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

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 --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 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 output --type error or hera diagnostics.

  • For visual/UI work, use game ui tree, semantic game click, and

hera 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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同名技能的其他版本

有 2 个不同仓库或目录里都有叫 live-editor 的技能。它们内容并不相同,别混用: