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.
Installs into .claude/skills of the current project.
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---
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` CLI over guessing from project files or stale editor state."
category: ai-agents-and-harness
source_repo: hashgraph-online/awesome-codex-plugins
source_path: "plugins/NotNull92/hera-agent-godot/skills/live-editor/SKILL.md"
source_url: https://github.com/hashgraph-online/awesome-codex-plugins/blob/HEAD/plugins/NotNull92/hera-agent-godot/skills/live-editor/SKILL.md
---
# 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.
2. If multiple editors are found, run `hera instances`. Pass
`hera --instance <pid>` for any mutation.
3. 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`](https://github.com/hashgraph-online/awesome-codex-plugins) → `plugins/NotNull92/hera-agent-godot/skills/live-editor/SKILL.md`