Your project
Open your existing Godot project
A Godot project you made elsewhere opens in Flockbay. Flockbay asks once before it writes anything into it, records everything it adds, and takes it all out again when you ask.
Flockbay asks before it adds anything
Choose Open existing project and pick the folder. For a project Flockbay did not make, a card asks "Add Flockbay to" and the project’s name, before anything is written, and lists what opening it adds.
The list is short: the editor plugin in addons/flockbay_editor/; its two entries under [editor_plugins] in project.godot, with no other setting changed; stage_generated/, added the first time you press Play; .flockbay/, Flockbay’s own records for the project; and a marked block in .gitignore when the project is a git repository.
Add and open opens the project in the editor with the chat and the builder. Open read-only starts the Godot editor on the project with nothing added, and keeps the chat in the app’s own window. Cancel leaves the folder as it was.
Everything Flockbay adds is recorded in .flockbay/added.json, with the earlier value of every setting it changed. That record is why the question is asked once.
Your settings and your add-ons stay yours
Flockbay does not override your project settings. Your Blender import setting, your icon and your boot splash stay as you set them, and your own copy of an add-on Flockbay also uses, such as Phantom Camera or LimboAI, is never replaced by Flockbay’s.
The AI asks before its first world tool turns the project into a Flockbay world. Until you say yes it works with the Godot tools alone: scenes, nodes, scripts, resources, signals, runs and screenshots.
When the scenes cannot say whether the game is 2D or 3D, Flockbay asks. Not now is an answer: turns keep working with the Godot tools, and Set 2D or 3D stays in the project’s menu.
A world tool needs the Forward+ renderer. On a Compatibility or Mobile project it writes nothing and says what it needs first. If you agree to the switch, the earlier renderer is recorded so it can be put back.
Play adds nothing permanent
In a project that is not a Flockbay world, pressing Play writes nothing to project.godot. What the run needs is applied to that run alone and removed when the game stops, and an override.cfg of your own is put back as it was.
Flockbay’s Play overlay never takes a key your game uses. A game with its own pause menu keeps Esc, and F8 stops the run.
A project that uses third-party GDExtensions plays wherever Godot itself can load them. When the bundled Godot would refuse one, Play is withheld and the message names the add-on and the versions.
What goes into git, and what does not
In a git repository, Flockbay keeps one block in .gitignore, between the lines "# Flockbay: begin" and "# Flockbay: end". It rewrites only the lines between those two markers; your own rules stay outside them.
The block ignores what is machine-local or rebuilt: the editor plugin, override.cfg and most of .flockbay/. It keeps what a clone needs, such as .flockbay/added.json and the world’s settings files.
Where that breaks: because the editor plugin is ignored, a teammate who opens the clone in plain Godot sees "addon failed to load" for flockbay_editor until they open the project in Flockbay or turn the plugin off.
Projects from another Godot version
Flockbay runs Godot 4.7.2. A project last saved by an older Godot 4 gets a card that offers to make a copy and open the copy, or to open it and let Godot upgrade it in place. A project from a newer Godot can only be opened as a copy.
A Godot 3 project gets Convert a copy: Flockbay runs Godot’s own converter on a copy and only reads the original. A result card lists what the converter left for you to fix, and C# is not rewritten.
Taking Flockbay out again
Remove Flockbay from this project is in the project’s menu on the Projects screen. Its card lists the folders that go, the settings that are put back, and the .gitignore block. Anything Flockbay built into your own scenes and scripts is your game now, and is not touched.
If files of yours still use Flockbay’s world files, the card offers Keep world files or Remove anyway. Removal is refused while the editor or a game is open on the project.
