Frequently Asked Questions
The most important questions about AI Forge – answered briefly.
Does AI Forge need an MCP server?
No. AI Forge writes a standardized AGENTS.md and provides simple CLI- and
file-based tools. There is no server to start and no daemon to keep alive –
a simpler, serverless alternative to an MCP integration.
Which AI agents does it work with?
With any local AI coding assistant that can read files and run terminal commands – e.g. Claude Code, GitHub Copilot, Cursor, Cline or Windsurf. Every tool describes itself, so the agent discovers its capabilities on its own.
Does AI Forge add runtime AI to my game?
No. AI Forge is an editor-time tool for AI-assisted development and does not end up in your game's build. It gives an agent tools inside Unity while you develop.
Is any of my (purchase) data transmitted?
No. Store Advisor reads Unity's local purchase/download cache only locally and transmits nothing. All tools work offline within the project. Purchase data is only made available to the agent within the project.
Install Free first or go straight to Pro?
Either works. Pro is self-contained – it already includes the full Free scope. If Free is
already installed, Pro imports cleanly on top of it (it only adds files, and every new tool appears
automatically in the AGENTS.md). Both live in the same root folder Assets/AI Forge/.
Does it run headless / in CI?
Yes. All tools run via -batchmode -executeMethod … without an open editor. With the
editor open, the file bridge via request/response files additionally works.
What happens during a domain reload?
Batch and in-editor tasks have to survive the domain reloads that a Unity operation can trigger.
For that, AI Forge uses a state file plus an InitializeOnLoad resumer that continues the
task after the reload.
Is AI Forge open source?
The free core (AI Forge) is open source (MIT). AI Forge Pro adds the paid power tools (Scene Verify, Store Advisor, Scene Smith Pro, Project Lens Pro).
Your question not here? Get in touch – we're happy to expand the FAQ.