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 ui and follow its returned mode.
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.
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.
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.
Source: hashgraph-online/awesome-codex-plugins → plugins/NotNull92/hera-agent-godot/skills/live-editor/SKILL.md
1---2name: live-editor3description: 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` CLI over guessing from project files or stale editor state.4---5
6
7# Hera live Godot workflow
8
9Use Hera only with a running Godot editor that has the Hera Agent Godot addon
10enabled (verified on Godot 4.2–4.7; 4.7 recommended). CLI output is the source
11of truth for live editor and runtime state.
12
13## Start with the live editor
14
151. Run `hera status`. If no live editor is found, ask the user to enable the
16 addon under **Project Settings → Plugins**; do not infer editor state from
17 files.
182. If multiple editors are found, run `hera instances`. Pass
19 `hera --instance <pid>` for any mutation.
203. Before UI work, run `hera guidance ui` and follow its returned mode.
21
22## Keep reads small and writes safe
23
24- Default output is compact. Prefer `hera --ids scene tree`, selected
25 `node get --prop/--props`, scoped `game ui tree`, and `game qa discover`
26 before full dumps.
27- Use `node add/set/remove` and `signal connect/disconnect` for normal editor
28 changes; Godot records those as undoable steps. Prefer them to `eval`, whose
29 expression can have side effects and is not undoable.
30- Scene, resource, script, import, and project-setting commands persist to
31 disk. `game node set/call`, `game click`, and `game input` affect only the
32 running game and disappear when it stops.
33- Keep one editor per project. After direct `.tscn` edits, stop the game,
34 `hera scene reload`, then save through the editor.
35
36## Prove the result
37
38- After a change, read the changed property or node tree. After a run, check
39 `hera output --type error` or `hera diagnostics`.
40- For visual/UI work, use `game ui tree`, semantic `game click`, and
41 `hera screenshot --runtime --analyze`. For prompt requirements, prefer a
42 `game qa --file` scenario with `requirements` and per-step `covers`.
43- After editing GDScript, run that project's headless `--check-only` gate when
44 available, then re-check diagnostics.
45
46Hera sends any configured `HERA_AGENT_GODOT_TOKEN` automatically. Never print
47or place that token in project files. For the complete command reference, see
48the Hera repository's `docs/COMMANDS.md`.
49
50---
51
52**Source:** [`hashgraph-online/awesome-codex-plugins`](https://github.com/hashgraph-online/awesome-codex-plugins) → `plugins/NotNull92/hera-agent-godot/skills/live-editor/SKILL.md`