.engineforgeignore

Use .engineforgeignore to prevent EngineForge agent file tools and file mentions from reading or changing matched project paths.

Default protection

When a workspace folder has no .engineforgeignore, EngineForge applies built-in general patterns. The resolved Game Folder also receives Unity- or Godot-specific defaults for generated folders and files.

Create or edit the file

  1. Open Settings → Ignored Files or create .engineforgeignore at the relevant workspace-folder root.
  2. Add folder-relative patterns using gitignore-style syntax.
  3. Save the file and start a fresh task context before relying on the new boundary.
  4. Verify a matched path is hidden from listing/search and rejected by read, write, edit, or mention resolution.

Custom rules replace defaults

An explicit .engineforgeignore is used as-is for that workspace folder; it does not automatically merge with the built-in defaults. Include any generated Unity or Godot paths that should remain protected. In a multi-root workspace, each top-level folder can own a separate file.

What the boundary covers

  • Agent file listing and search.
  • File reads, writes, and edits.
  • File and folder mentions resolved into model context.
  • Delegated specialist file work through the shared ignore controller.

What it does not cover

.engineforgeignore is not the same as .gitignore and is not a universal operating-system sandbox. It does not govern arbitrary extensions, external applications, source control, or every terminal command. The engine integration has its own engine-native action and approval boundaries.

Related documentation