The builder
The editor: Full and Simple
Flockbay opens your game in the Godot editor that ships with it. Simple view, where a new install starts, keeps what you need to check a turn: the Scene dock, the Inspector, the Script editor, and Output and the Debugger, beside the viewport, the chat and Flockbay’s tools. Full view is Godot’s editor with Flockbay added. Play belongs to the app in both.
Full view is Godot’s own editor
Full view keeps Godot’s own docks: Scene, Inspector, Signals and Groups, FileSystem, Import and History, open as Godot lays them out and yours to move, float and close. It keeps the main menu, the scene tabs, the Script editor, the Asset Store, and the bottom panel with Output, Debugger, Audio, Animation and the Shader Editor.
Flockbay adds three things: the chat, as a dock; the builder’s tools around the 3D and 2D view; and the Game screen, which stands in the row of screens where Godot’s own Game tab would.
Godot arranges its docks in a column on each side of the view, and the chat is one column more. Where the window is too narrow for that, Flockbay folds the docks into one column, or under the chat. Editor > Editor Layout > Default gives Godot’s own arrangement back.
The editor’s settings here are the app’s own, kept apart from a Godot you installed yourself. An external script editor you set there is not carried over; set it again in Editor Settings.
A new install opens in Simple view
The switch is at the right end of the editor’s title bar, and Editor view in the app’s Settings makes the same choice. Simple view keeps the Scene dock, the Inspector, the scene tabs, and the bottom panel with Output and the Debugger, laid out as Godot lays them beside the chat. Click a node’s script icon in the Scene dock and the script opens in the Script editor. Simple view puts away the main menu, the FileSystem, Import, History, Signals and Groups docks, and the Asset Store.
Switch to Full view once and it stays: the choice holds for every game you open, and switching needs no restart.
Play is the app’s, in both views
Godot’s run bar and its own Game tab are put away. F5 plays and F8 stops from anywhere in the editor, and every Play is one fresh run in Flockbay’s Game screen. Godot’s own runner never starts a second game the app does not know about.
In Full view, Run Current Scene and Run Specific Scene play the game too, from its main scene, with a note that says so. Reload Current Project and Quit to Project List close the editor rather than start another one; open the game again from the app.
Project > Export is Godot’s own dialog. The bundled engine carries no export templates, so Godot asks for them through Manage Export Templates before it can export a preset.
Play attaches the game to the editor’s debugger in both views, as Godot’s own runner would. Its prints show in Output, its errors and their stack traces under Debugger > Errors, and its live scene tree under Remote in the Scene dock. A breakpoint you set in the Script editor stops it. A script error is listed without pausing the game until you turn Ignore Error Breaks off in the Debugger.
An unsaved edit is never dropped
When your AI changes a file you have open with unsaved edits, Godot’s own dialog, "Files have been modified outside Godot", asks which to keep. A file with no unsaved edits follows the change on disk without asking. Play never saves over a file that changed on disk.
The world Flockbay mounts in the view is not part of your scene. Saving a scene never writes it into your scene file.
Import from this computer
Import sits beside the library’s search field in Place, in 3D and in 2D. It opens your system’s file picker, takes as many files as you pick, and copies them into assets/imported/ in your project.
Nothing in the project is written over. The same file under the same name copies nothing. A different file with the same name takes the next free name, such as rock-2.glb, and the panel says so.
There is no list of allowed file types. A model, a sprite or a sound shows in the library under Project, in the folder imported. Any other file stays in the project and the panel says the library does not list it. A file Godot could not import is taken back out.
Imported files are yours. An app update never overwrites them, and Remove Flockbay from this project does not take them out.
There is no drag and drop onto the view and no folder import. A text .gltf imports only when the .bin and the textures it names were picked with it.
Related
- The builder
- Opening your project in Godot
- Open your existing Godot project
- Connect your own agent
- Claude for Godot: how to build a Godot game with Claude Code, step by step
- Characters
- Flockbay vs Summer Engine: official Godot, or an engine built on it
- Godot AI: what actually works in 2026, and what does not
