Frequently Asked Questions

Everything you need to know about EngineForge.

Getting Started

What is EngineForge?

EngineForge is a code editor built specifically for game developers. It's built on VS Code with deep Unity and Godot integration, including AI chat, live scene editing, and asset generation.

Which game engines are supported?

Unity 2021+ and Godot 4.0+, with Unreal Engine support coming soon. The IDE auto-detects your engine when you open a project folder and loads the appropriate AI skills and bridge integration.

What platforms does EngineForge run on?

macOS (Apple Silicon), Windows 10+, and Linux (Ubuntu/Debian, Fedora/RHEL).

Do I need to install VS Code separately?

No. EngineForge is a standalone application. All VS Code features and extension support are included out of the box.

How do I connect EngineForge to my game engine?

For Unity, the bridge plugin is deployed and compiled automatically when you open your project in Unity Editor. For Godot, the plugin is auto-deployed but you need to enable it once in Project Settings → Plugins. After that, both engines connect within seconds on every launch.

Can I use my existing VS Code extensions and settings?

Yes. EngineForge is fully compatible with VS Code extensions. Install them from the built-in marketplace just like you would in VS Code.

Features & Capabilities

What is the Live Engine Bridge?

The bridge is a real-time two-way connection between EngineForge and your running game editor. It lets the AI create objects, manipulate scenes, attach scripts, set properties, and control play mode, all without leaving the IDE.

What is Code mode?

Code mode lets the AI write files directly to your project and execute bridge commands to build entire game systems in real-time. It can create scenes, write scripts, configure components, and set everything up in a single response.

What is Ask mode?

Ask mode is a conversational assistant that answers questions about your project, explains code, and provides solutions without modifying any files. Great for learning and planning.

What is the Code Graph?

The Code Graph auto-indexes your entire project (scripts, connections, inheritance, signals) and feeds a compact architectural overview directly to the AI agent. This is how the agent understands your project without reading every file. It also includes an interactive visual graph with 13 classifications (Gameplay, UI, VFX, etc.) that you can explore, drill into, and jump to code from.

What is the Asset Store?

A built-in marketplace for downloading free CC0 game assets directly into your project. It aggregates content from ambientCG, Poly Haven, Kenney, and OpenGameArt: materials, textures, 3D models, sprites, and audio. All assets are free for any use, including commercial.

What is Auto-Approve?

Auto-Approve lets the AI agent execute actions without asking for confirmation each time. You control four categories independently: Read Files, Write Files, Run Commands, and Game Engine. For terminal commands, you can also configure specific allowed and denied command prefixes.

Are my conversations saved?

Yes. Chat history is automatically saved after each interaction. You can browse, restore, or delete previous conversations from the history panel (clock icon in the chat header). Your last active conversation is also auto-loaded when you reopen the IDE.

What is .engineforgeignore?

A file at your project root that controls which files the AI agent can access. It uses the same syntax as .gitignore. If you don’t create one, engine-specific defaults are applied automatically (e.g., Library/ and *.meta for Unity, .godot/ for Godot).

Does it understand my project structure?

Yes. EngineForge auto-indexes your project and generates a compact overview of your architecture: hub classes, entry points, and file counts. This overview plus your project context (scenes, scripts, assets, engine version) is injected into the AI on the first message of each conversation.

Can the AI create entire game systems?

Yes. You can describe what you want in natural language and Code mode will write the scripts, create scene nodes or GameObjects, attach components, configure properties, and save the scene, all in one response.

Does EngineForge support C# and GDScript?

Yes. Full C# support for Unity projects and GDScript support for Godot projects. The AI adapts its output to your engine and scripting language automatically.

AI & Models

Which AI model does EngineForge use?

EngineForge offers multiple Claude models by Anthropic. You can choose the model that fits your workflow best, from fast lightweight models to the most capable reasoning models available.

How much does it cost?

EngineForge is free during Early Access and comes with $20 of AI budget to get you started. The bridge, project analysis, and editor features are always free.

How does the AI budget work?

Each AI message uses a small amount of your AI budget. Longer messages and responses use more budget. You can track your remaining balance in the settings panel at any time.

What happens when my budget runs out?

You can purchase additional AI budget to keep going. Top-ups are available in the settings panel and the balance never expires.

Does the AI have access to the internet?

No. The AI works locally with your project context. It doesn’t browse the web or access external services. Your code stays private.

Does extended thinking work?

Yes. Claude Sonnet supports extended thinking, which means it can plan and reason through complex multi-step game development tasks before generating code, leading to more accurate and complete results.

Troubleshooting

The Unity bridge is not connecting. What should I check?

First, make sure Unity Editor is open with your project loaded. If Unity is in Play mode, exit Play mode (press the Stop button or Ctrl+P). The bridge cannot operate during Play mode. Then wait a few seconds for scripts to finish compiling. The bridge also disconnects briefly during domain reloads (after script changes), but it reconnects automatically within 60 seconds. If it still won't connect, try restarting Unity Editor.

The Godot bridge is not connecting. What should I check?

First, make sure Godot Editor is open with your project loaded. If a scene is running, stop the playtest first (press Stop or F8). The bridge cannot operate while the game is running. Then verify the plugin is enabled: go to Project → Project Settings → Plugins and make sure "EngineForge Bridge" is checked. The plugin is auto-deployed but needs to be enabled once. If it still won't connect, try reloading the project (Project → Reload Current Project).

The bridge was working but suddenly disconnected. What happened?

For Unity, this usually happens during a domain reload. When you create or modify scripts, Unity recompiles them and temporarily breaks the connection. The IDE detects this and queues any pending commands. Once compilation finishes (usually 5 to 15 seconds), the bridge reconnects and replays queued commands automatically. For Godot, this can happen if you started a scene playtest. Stop the playtest and the bridge will reconnect.

Can I use the bridge while the game is running?

No. In Unity, the bridge requires Edit mode and cannot operate during Play mode. In Godot, the bridge runs as an editor plugin and is unavailable while a scene is playing. Stop the game first, then the bridge reconnects automatically.