Classic Editor

Classic Editor is EngineForge’s full workbench for direct file editing, search, source control, terminals, extensions, and game-development integrations.

When to use it

  • Deep file navigation and editing.
  • Terminal, source-control, and extension workflows.
  • Layouts that benefit from the complete workbench.
  • Moving between direct coding and Crew-assisted work.

Switching from Cockpit

Use the surface control to enter Classic Editor. The project stays the same; the presentation changes. Switch back to Cockpit for focused Crew, session, Store, and Graph views. While Managed Engine is on, or a managed game is open, EngineForge stays in the Cockpit and says so instead of switching; turn Managed Engine off in Settings, Game Engine and open a project that uses your own engine to use the Classic Editor.

What stays available

The active workspace remains open when you move between surfaces. EngineForge integrations, Crew sessions, project context, and review tools remain part of the same application workflow.

Limitations

Not every upstream extension is guaranteed to behave identically in EngineForge. Engine-native actions, model access, and project context still follow their own documented boundaries.

Related documentation