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Engine Output

Engine Output sends the mesh or rigged character wired into it to an open Unity project. Choose the project in Destination and click Send to Unity. Sending again refreshes the same assets, including after you move or rename their folder.

Any geometry

The mesh or rigged character to send to Unity.

Parameter What it does Default
Destination The open Unity project to send to, saved by project identity rather than port. Set in the panel
Folder Folder under Assets/Forge. Blank uses the Forge project name. Blank
Asset name Prefab name. Blank uses the wired node's name. Blank
  1. Open Unity 6000.0 or newer with Forge Bridge for Unity installed. Window ▸ Forge shows the listening port.
  2. Add Engine Output at the end of your mesh chain. For a character, put it after Auto Rig → Add Animation (and Hair Physics when used).
  3. Select the node. Answer Unity’s Allow Forge to connect? dialog. Chrome may also ask whether Forge may reach apps on this device; choose Allow.
  4. Pick the Unity project in Destination. Multiple open projects appear by name. A saved project that is closed says not running.
  5. Leave Folder blank to use the Forge project name and Asset name blank to use the wired node’s label, or type your own names.
  6. Click Send to Unity. The status shows the prefab path or the reason a send failed.

Unity creates Assets/Forge/<Folder>/<Name>.prefab, with Meshes, Materials and Textures beside it. Rigged characters also have Animations containing the clips and an Animator Controller. Drag the prefab into a scene and press Play: the first clip plays. The avatar is Generic. URP, HDRP and Built-in use their stock material shaders.

Unity showing the imported Cube prefab, native Meshes and Materials folders, and the Forge window with successful create and refresh events

Local development smoke test in Unity 6000.0.40f1 with the Built-in renderer. A localhost Forge tab created the prefab, refreshed the same assets, and reconnected after a script reload.

Repeat sends update Forge-owned assets in place with stable GUIDs, even after moving the folder. Customize through Prefab Variants or scene overrides. Reassigned slot materials remain yours. The Animator Controller is created once; later sends add new states while keeping your transitions and settings. An asset belonging to another Forge project cannot be overwritten.

If Unity is denied or its origin revoked, select the node again to ask once more. If Chrome blocks the connection, allow Apps on device in this site’s settings. Discovery scans ports 7042 to 7049; keep Unity’s configured listener range within those ports.

The node works inside subnets. The copilot can add and wire it and set Folder and Asset name; choosing Destination and sending are actions you perform. Engine Output currently lists Unity. Unreal Engine Output remains the Unreal node, while Export writes a .glb file for any engine.

Forge Bridge for Unity is distributed through the private ForgeUnityBridge repository. You need access to that repository and Git authentication on your computer.

In Unity’s Package Manager, choose Add package from git URL and paste the versioned package URL from the package’s installation instructions. For local development, choose Add package from disk and select Packages/com.technicallyartist.forge-bridge/package.json in your checkout.

The package requires Unity 6000.0 or newer and uses Unity glTFast only during import.