Hera Identity
July 6, 2026 ยท View on GitHub
Hera is a shell-native control layer for AI agents working inside real game editors.
For Godot, the short version is:
Hera gives agents eyes, hands, and proof in the live Godot editor.
Product Promise
Hera should feel like a precise assistant sitting inside the editor, not a broad automation framework guessing from disk files.
Every feature should reinforce three promises:
-
Live editor truth Hera reads and changes the actual open Godot editor or running game process. If a command cannot target the real process safely, it should fail clearly.
-
Low-token control Hera keeps the agent's context small: shell commands, compact JSON by default, scoped reads before full dumps, and no resident MCP tool schemas.
-
Proof-first QA Hera should help agents prove work through diagnostics, runtime screenshots, semantic UI clicks, deterministic
qa_*hooks, and requirement-covered QA scenarios.
Voice
Use direct, concrete product language.
Prefer:
- "Inspect the live editor."
- "Click the visible Restart button by text."
- "Fail if a requirement is not covered."
- "Capture a runtime screenshot and check clipping."
Avoid:
- Vague automation claims.
- Treating disk files as proof of runtime behavior.
- Presenting MCP as an enemy. Hera is the shell-native, low-token counterpart.
- Flavor text that hides what the command actually does.
Naming
Command names should stay boring and discoverable:
- Use nouns from the Godot surface:
scene,node,resource,signal,game,diagnostics. - Use scoped subcommands before new top-level commands.
- Keep whimsical Hera language in the plugin panel and docs tagline, not in command names.
Good:
hera game qa discover
hera game ui tree --type Button --fields name,path,text,disabled
hera game qa --file scenario.json
Avoid:
hera magic
hera divine-click
hera fix-it
Differentiators
Hera's identity is strongest when these are visible together:
- Shell-native: works anywhere an agent can run a command.
- Editor-resident: executes through a Godot addon, on the editor side.
- Compact by default: output is terse unless the agent asks for detail.
- Runtime-aware: can inspect and click the running game, not just the scene file.
- QA-oriented: diagnostics, screenshots, and requirement coverage are part of the normal path, not optional polish.
- Godot-native: follows Godot concepts and GDScript rules instead of copying another engine's abstractions.
Release Message Template
Use this shape for release notes and store descriptions:
Hera Agent Godot gives AI coding agents eyes, hands, and proof inside a live
Godot editor. It exposes shell-native, low-token commands for inspecting,
editing, running, screenshotting, and QA-checking Godot projects without loading
large MCP tool schemas into every turn.
For feature notes, connect each change to one promise:
- Token reduction: "compact/scoped reads"
- Precision: "live editor/runtime truth"
- Implementation accuracy: "requirement-covered QA"
- UI work: "Game Feel guidance plus runtime visual proof"