Engine modes
When you open a project, Forge looks for engine markers in the project root. If it finds them, it specializes the workspace for that engine.
Detection rules
Section titled “Detection rules”Forge checks two markers, in order:
- Godot. A file named
project.godotexists in the project root. - Unity. Both
Assets/andProjectSettings/ProjectVersion.txtexist.
If neither matches, the project stays in plain Project mode. Detection runs once when you open the project, not continuously.
If a project somehow has both markers (rare but possible during a Unity-to-Godot port), Godot wins.
What each mode adds
Section titled “What each mode adds”Godot mode
Section titled “Godot mode”When Forge detects a Godot project, you get:
- A Godot pill in the title bar showing the detected engine version. Forge parses
[application] config/featuresinproject.godotfor the version string. - An Inspector → Scene tab that renders the active
.tscnfile as a node tree. Click a node to see its type and properties. - An Inspector → Outline tab that lists class members, exported variables, methods, and signals when you have a
.gdfile open. - Skills tagged for Godot fire automatically based on engine version constraints (see Skills system).
Unity mode
Section titled “Unity mode”When Forge detects a Unity project, you get:
- A Unity pill in the title bar showing the detected Editor version. Forge reads
m_EditorVersionfromProjectSettings/ProjectVersion.txt. - An Inspector → Hierarchy tab that shows the active scene’s GameObjects, live, while the bridge is connected.
- An Inspector → Console tab that streams
Debug.Logoutput from the Editor. - A one-click bridge installer in Settings → MCP → Forge Unity Bridge that drops the UPM package into your project.
- Write tools the agent can call to create or modify GameObjects, components, and properties. All wrapped in Unity’s Undo.
- A one-click
Assets/Editor/ForgeBuild.csinstaller for headless builds.
The bridge needs to be installed and Unity needs to be open for Hierarchy and Console to populate. The pill turns green when connected.
Plain Project mode
Section titled “Plain Project mode”If neither marker matches, you still get full Project mode behavior: memory in .forge/, file watcher, workspace persistence, the lot. You just don’t get the engine-specific tabs.
This is the right mode for web games (Three.js, Phaser, vanilla canvas), tooling, or any project Forge doesn’t recognize. The Web quickstart covers the typical setup.
Engine version pinning for skills
Section titled “Engine version pinning for skills”Skills can declare which engine versions they apply to. A skill with frontmatter like:
engine: "unity"engine_version: ">=6"only fires in a Unity project running Editor 6.x or later. This keeps Unity 2022 projects from getting Unity 6-specific advice and vice versa. The same applies to Godot.
The full skill spec is in Skills format.