Engines
Where MeshGenie drops files for Unity, Godot, Unreal, and three.js.
init_project detects the engine from your repo and writes paths into .meshgenie/project.json.
Detection heuristics
| Signal | Engine |
|---|---|
ProjectSettings/ProjectVersion.txt, Assets/ | Unity |
project.godot | Godot |
package.json + three / r3f, or public/ | three.js / web |
*.uproject | Unreal |
| none | generic → assets/meshgenie/ |
Default paths
| Engine | Characters | Receipts |
|---|---|---|
| Unity | Assets/Characters | Assets/MeshGenie/Receipts |
| Godot | assets/characters | assets/meshgenie/receipts |
| three.js | public/models/characters | public/models/meshgenie/receipts |
| Unreal | Content/Characters | Content/MeshGenie/Receipts |
| generic | assets/meshgenie/characters | assets/meshgenie/receipts |
Import notes
- Unity: GLB imports via glTFast or UnityGLTF; animations appear as clips on the importer.
- Godot 4: import
.glbas scene; animations asAnimationLibrary. - three.js / r3f:
useGLTF/GLTFLoader; clip names match baked actions (walk, idle, …). - Unreal: Datasmith/glTF importer; retarget if needed onto your mannequin later.
Install honesty
- Local MCP / CLI: files are written under the project root safely (no path escape).
- Remote MCP: returns an install plan; run pull/install to place files.