Hera live Godot workflow
SkillFiles & storageUse 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.
Use Hera live Godot workflow in Claude, ChatGPT or Ahel Desktop
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Also: Claude Code · Cursor · Codex
Then ask your AI: use the Hera live Godot workflow skill
Details
Instructions available. Your AI can read the instructions. Execution depends on the setup they require.
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Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
What this skill tells your AI
The instructions your AI receives, as published by hashgraph-online/awesome-codex-plugins in plugins/NotNull92/hera-agent-godot/skills/live-editor/SKILL.md and read by ahel’s review.
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-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. - If multiple editors are found, run
hera-godot instances. Passhera-godot --instance <pid>for any mutation. - Before UI work, run
hera-godot 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-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, selectednode get --prop/--props, scopedgame ui tree, andgame qa discoverbefore full dumps. - Use
node add/set/removeandsignal connect/disconnectfor normal editor changes; Godot records those as undoable steps. Prefer them toeval, 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, andgame inputaffect only the running game and disappear when it stops. - Keep one editor per project. After direct
.tscnedits, 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 errororhera-godot diagnostics. - For visual/UI work, use
game ui tree, semanticgame click, andhera-godot screenshot --runtime --analyze. For prompt requirements, prefer agame qa --filescenario withrequirementsand per-stepcovers. - 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-onlydoes 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.
Signals
- GitHub stars
- 1k
- Forks
- 316
- Last commit
- Oct 2026
Advanced
- Item type
- skill
- Key
live-editor- Source
- github.com/hashgraph-online/awesome-codex-plugins
github.com/hashgraph-online/awesome-codex-plugins