Capability Reference

These are the supported capability areas of the current EngineForge Beta integrations for Unity and Godot.

How to read this reference

This page describes the supported capability families for each engine. Exact action availability can depend on the current project, engine state, specialist role, Plan or Forge mode, and approval policy.

For setup and troubleshooting, see the Unity Integration or Godot Integration documentation.

unity integration

Unity capabilities

Work across Unity project context, editor-native structures, and targeted Play Mode observation when it is useful to the task.

Scenes

Create, open, save, and inspect Unity scenes and their hierarchy.

GameObjects

Find and modify GameObjects, transforms, hierarchy placement, tags, layers, and active state.

Components

Inspect, add, remove, and configure supported components and object references.

Prefabs

Create, inspect, instantiate, modify, unpack, and manage prefab overrides and variants.

Scripts

Create, find, read, edit, and delete scripts in the Unity project.

Assets & materials

Find, import, and create assets, including text assets and supported material operations.

Project & packages

Inspect project information, refresh assets, and work with Unity packages.

Editor

Inspect editor and compilation state, use supported editor actions, and run bounded editor code.

Selection

Set, clear, and focus the active Unity editor selection.

UI

Create supported Unity UI elements in the current project context.

Animation

Inspect and control supported animation state and parameters.

Particles

Create, inspect, control, and configure supported particle-system modules.

Physics

Inspect and configure gravity and collision behavior, and run bounded physics queries.

Lighting

Inspect lighting information and update supported lighting settings.

Terrain

Create and inspect terrain, then modify heights, textures, and tree placement.

Input

Inspect and modify supported Unity input actions, axes, and bindings.

Camera

Analyze the active viewport for supported camera-related work.

Console

Read or clear Unity editor console output.

Screenshots

Capture a screenshot from a supported Unity view.

Runtime

Control Play Mode and use bounded runtime observation when relevant.

godot integration

Godot capabilities

Work across Godot project and scene context, editor-native changes, 2D workflows, and targeted running-game observation when useful.

Scenes

Create, open, save, and inspect Godot scenes and their tree structure.

Nodes & relationships

Create and modify nodes, properties, transforms, signals, groups, and scene-tree relationships.

Scripts

Create, find, read, edit, attach, detach, and delete scripts in the Godot project.

Resources & materials

Find and create supported resources, including material inspection and editing.

TileMap & 2D world

Create and assign tile sets, manage layers and cells, and work with supported terrain data.

Particles

Create, inspect, control, and configure supported Godot particle effects.

Animation

Inspect and control supported animation playback.

Input

Inspect and modify supported Godot input actions and bindings.

Editor

Inspect editor state, manage selection and filesystem state, and perform supported scene and editor actions.

Project

Inspect, scan, and validate the current Godot project.

Console

Read or clear Godot editor output.

Screen location

Locate a supported editor or running-game region on screen.

Screenshots

Capture a screenshot from a supported Godot view.

Runtime

Control the running game and use bounded runtime lookup, observation, and input when relevant.

Version ownership

EngineForge manages the deployed Unity DLL and Godot add-on. Do not edit these managed integration files.

Capability coverage follows the current EngineForge release and can evolve between releases.

Availability and safety

Engine imports, compilation, or the current project state can temporarily affect whether a supported action is available. Read-only bridge actions normally do not prompt because the integration classifies them as read-only; write-oriented actions remain bounded by specialist permissions and approvals.

Unity and Godot do not expose identical operations. Refer to the relevant engine integration page when a supported capability is unavailable in the current workflow.

Related documentation