ci / checks (push) Successful in 5m14s
ci / build (amd64, linux, ubuntu-24.04) (push) Successful in 7m39s
ci-platforms / build (amd64, windows, windows-2022) (push) Skipped
ci-platforms / build (arm64, darwin, macos-15) (push) Skipped
ci-platforms / build (amd64, darwin, macos-15-intel) (push) Skipped
ci / release (push) Successful in 5m44s
The agent attaches and removes scripts with add-comp and remove-comp by the script's type name, reads and sets their exported fields like component fields with short names (EnemyAI.PointA), and node reference fields take a node path. scene_get lists a node's script fields. scene_run works inside the editor: the game runs headless in a child process of the editor's own binary (--tool agent-run), with the open scene as the editor has it, unsaved changes included; scripts with unsaved changes are named in the answer. watch samples the world positions of nodes through the run, so the agent can check that something moves. Following brings the Scene View back in front of the code editor on a scene step and shows the Inspector, and a scene_apply leads to the node its transaction names.