Skip to main content

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.

소스 정보

저장소
hashgraph-online/awesome-codex-plugins
최근 소스 활동
2026년 10월 6일 14:41
감지된 SKILL.md 언어
영어
스타
1,230
포크
343

설치 방법

기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.

소스 파일 검토

설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.

SKILL.md 표시 중

SKILL.md
소스 지침 · 읽기 전용 미리보기
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`.
GitHub에서 보기