Project
In plain words: Foundry: project setup
How Foundry binds a requested feature to an exact repository revision and pinned engine environment before any code or editor changes the work.
- 1The engine profile pins engine, templates, platform, physics, plug-ins, random streams and resources.
- 2Generated code, plug-ins and scripts get no network, secret or install access; untrusted code needs a Sandbox.
- 3On restart, the exact pinned versions are resolved; the latest is never silently chosen.
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The request names one feature. Project binds that request to a repository revision and an engine environment before generated source or an editor can change the work around it.
Begin with game.bootstrap_project@1 to establish custody of the design, repository, EngineProfile@1, adapters, dependencies, environment, build recipe, declared scenarios, and acceptance checks. Within that environment, the profile pins engine/export templates, platform/renderer, physics/navigation, importers/plug-ins, locale/random streams, network/containment, and measured resources. These are the conditions under which the feature will be built and assessed.
game.build_playable_slice@3 coordinates only the admitted feature and retains the source diff created by its SpellsSteps. Scenes, resources, settings, tests, and design decisions are project truth; imports and rebuildable caches retain separate records. An attractive screenshot or generated tree must still load, pass checks, build, and survive the declared scenario.
The project can execute code. Generated source, foreign scenes, editor scripts, native extensions, plug-ins, shaders, resources, and import hooks receive no ambient network, device, secret, filesystem-execution, or installation permission. The first proof uses a trusted fixture. General execution requires its engine contract's TombSandbox profile; headless mode supplies no containment.
Check licence acceptance and destructive source changes through their separate gates. After a restart, resolve the pinned PatternWorkflow, source, engine, adapters, environment, and schema before resuming. If they are incompatible, drain the work, migrate it through an explicit adapter, or end with the incompatibility recorded; silently selecting the latest version would change the work under review.