Engine Status
EngineForge reports project detection, editor integration, engine processing, runtime, and local-index state separately so one signal is not mistaken for complete readiness.
State model
- Detected: Unity or Godot project markers identify the Game Folder.
- Connected: the local editor integration is reachable.
- Compiling or importing: the engine is processing project changes and the integration may reconnect as that work settles.
- Runtime active: the game is running or paused through the engine workflow.
- Indexed: the local project index reports its current progress or availability.
Project detected, editor disconnected
- Confirm that EngineForge selected the intended Game Folder.
- Open that same project in Unity or Godot.
- Wait for compilation, import, script parsing, or reload to finish.
- For Godot, confirm that EngineForge Bridge is enabled under Project Settings → Plugins.
- Retry the connection or restart the game editor if the state does not recover.
Editor connected, action unavailable
- Confirm that the selected specialist is in Forge and has the relevant tool group.
- Check whether the engine is compiling, importing, or running in a state that blocks the action.
- Consult Capability Reference for the supported workflow families.
- Treat the action as unavailable when the running integration does not advertise it.
Runtime evidence missing
- Confirm that the game or target scene is actually running.
- Check that the requested condition can be observed through the active engine integration.
- Verify the observation setup before interpreting an empty trace, quiet watch, or missing event as evidence that nothing happened.
Limits of a green status
Detection is not connection, connection is not runtime proof, and a completed index does not mean generated or excluded files are represented. Use the signal that answers the current question rather than treating the status area as a single pass/fail result.