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

  1. Confirm that EngineForge selected the intended Game Folder.
  2. Open that same project in Unity or Godot.
  3. Wait for compilation, import, script parsing, or reload to finish.
  4. For Godot, confirm that EngineForge Bridge is enabled under Project Settings → Plugins.
  5. Retry the connection or restart the game editor if the state does not recover.

Editor connected, action unavailable

  1. Confirm that the selected specialist is in Forge and has the relevant tool group.
  2. Check whether the engine is compiling, importing, or running in a state that blocks the action.
  3. Consult Capability Reference for the supported workflow families.
  4. Treat the action as unavailable when the running integration does not advertise it.

Runtime evidence missing

  1. Confirm that the game or target scene is actually running.
  2. Check that the requested condition can be observed through the active engine integration.
  3. 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.

Related documentation