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Supported projects
Fate Tracker recognizes a project by the ordinary marker files your engine already creates. Recognition and full real-world testing are different things, so both are listed plainly.
How a project is recognized
Fate Tracker looks only where you point it, reads engine marker files, and never follows link folders. Choosing a game changes zero files inside it.
| Engine | Recognized by |
|---|---|
| Unity | An Assets folder and a ProjectSettings folder together at the project root |
| Godot | A project.godot file |
| Unreal Engine | A .uproject file at the project root |
| GameMaker | A .yyp file at the project root |
| Defold | A game.project file |
| RPG Maker | Its root project marker file |
| Other engine | A conservative mode you confirm yourself, which skips only universal caches |
Recognized, checked, and tested — the honest difference
These words mean different things, and mixing them up would be misleading:
All seven modes above are recognized, and each one is covered by the automated safety checks that run when the release is packaged.
An independent tester has connected an already-started project in the careful mode for other engines, made safe copies, and followed the separate-folder recovery instructions. No engine is yet described here as independently proven in a complete real-world recovery; a separate recovery demonstration is still in progress. Unity is the engine used most heavily on the developer’s own working project during development.
Projects made with AI building services
Fate Tracker works with supported game projects stored locally on your Windows computer, including complete projects exported from compatible AI-building services.
Naming individual services would mean promising that each one’s export works end to end. That proof has not been gathered yet, so no service is named here. When a service has been tested through a full protect-change-recover cycle, it will be listed by name.