Godot Integration
EngineForge integrates with the open Godot project to use relevant scene and editor context, perform supported work inside Godot, and observe specific runtime behavior when useful.
Connect a project
- Open the folder containing project.godot in EngineForge, or select it as the Game Folder when needed.
- Open the same project in Godot Editor.
- In Godot, open Project Settings → Plugins and enable EngineForge Bridge if it is not already enabled.
- Return to EngineForge and confirm that Godot reports connected in Engine Status.
EngineForge-managed integration
EngineForge deploys the editor add-on and runtime probe under addons/engineforge_bridge. It updates those managed files when the integration bundled with EngineForge changes.
The add-on directory is added to the project gitignore. The add-on is managed by EngineForge and should not be edited or committed as project source.
Editor workflow
Specialists can use the Godot actions advertised by the running add-on for scenes, nodes, signals, groups, scripts, resources, 2D world editing, import state, editor operations, and related work, subject to their Forge permissions and approvals.
Godot must finish loading the project and parsing scripts before dependent operations are reliable. Resolve parse or import errors and confirm the connection state before continuing.
Runtime probe
When a task has observable runtime behavior, the managed probe can provide supported evidence such as session state, traces, watches, signals, screenshots, and input-oriented results. EngineForge can combine supported integration actions into higher-level runtime workflows.
Runtime evidence helps the Crew verify observable behavior, but it does not replace manual review of game feel, visual quality, accessibility, or platform-specific behavior.
Troubleshooting
- Plugin is present but disconnected: confirm EngineForge Bridge is enabled in Project Settings → Plugins.
- Godot is open but EngineForge cannot find it: verify both apps point at the folder containing the same project.godot file, then reopen the project or retry the connection.
- Scripts fail to parse or resources fail to import: clear those errors before retrying operations that depend on them.
- Runtime evidence is missing: confirm the project is running and that the current add-on reports the requested runtime capability.
- An expected action is unavailable: consult Capability Reference. Availability depends on the current Godot project and the capabilities supported by the integration.