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…
它会碰到什么
这一栏是扫描器报的事实,不是结论。命中多不等于有毒(安全工具、规则库、示例脚本本来就会包含危险写法),命中少也不等于干净。它和你手上的凭据、文件、网络有什么关系,需要你自己看。
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
- 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.
- If multiple editors are found, run
hera instances. Pass
hera --instance <pid> for any mutation.
- Before UI work, run
hera guidance uiand 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/removeandsignal connect/disconnectfor 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
.tscnedits, 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, semanticgame 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-onlygate 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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它属于哪个仓库
plugins/NotNull92/hera-agent-godot/skills/live-editor/SKILL.md同一个仓库里的其他技能
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:
- hashgraph-online/awesome-codex-plugins — Control and verify a running Unity Editor with the low-token hera-agent-unity CLI.