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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, 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.

ソース情報

リポジトリ
hashgraph-online/awesome-codex-plugins
ソースの最終更新活動
2026年10月6日 14:41
検出された SKILL.md の言語
英語
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1,230
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343

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SKILL.md
ソースの指示 · 読み取り専用プレビュー
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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