.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
- Open Settings → Ignored Files or create .engineforgeignore at the relevant workspace-folder root.
- Add folder-relative patterns using gitignore-style syntax.
- Save the file and start a fresh task context before relying on the new boundary.
- 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.