Game engine live link · since Angelo 1.0.7

Model in Angelo. Watch it land in Godot.

Choose Edit in Angelo on a model in your Godot project, and every change you or the agent make shows in the Godot editor as you work. Unity and Unreal Engine take it when you save.

Three engines. One link.

The link works on the asset, not on one object in a level, so every placed copy updates. Your scene is never changed.

  • Live as you work

    Godot

    Every change, live on every copy of the asset in the open scene.

    Edits
    .blend and .glb
    Tested with
    Godot 4.7 (needs 4.4 or newer)
  • Live with a source plugin

    Unreal Engine

    Live in the open level with the Angelo Link Live plugin, which you build from source; otherwise on save.

    Edits
    Mesh assets imported from .glb
    Tested with
    Unreal Engine 5.8 (live layer on macOS)
  • Updates on save

    Unity

    Updates when you save in Angelo; Unity re-imports with your import settings.

    Live preview in Unity: coming
    Edits
    .blend, .glb and .fbx
    Tested with
    Unity 6.5

Set it up once. Then just Edit in Angelo.

Angelo puts its plugin into your project; you switch it on in the engine, because Angelo never edits your project settings.

  1. + ▸ Game engine live link ▸ Add Angelo Link to a … project…In the chat bar's + menu, under Share, or File ▸ Export. Pick Godot, Unity or Unreal Engine.
  2. Choose the project's folderAngelo copies the plugin in and turns the link on. It stays on across launches until you turn it off.
  3. Switch it on in the engineGodot: Project Settings ▸ Plugins ▸ enable Angelo Link. Unreal Engine: Edit ▸ Plugins ▸ enable Angelo Link, then restart. Unity: nothing to do, it loads when you return to the editor.
  4. Edit in AngeloOn a model in the engine. Angelo asks first; nothing opens until you click Open.

Angelo noticed

Unity is open

When Godot, Unity or the Unreal Editor is running, Angelo offers the link once per engine. Nothing connects unless you click.

Link a project…Not now
The card's wording; a real capture replaces this

Fits your pipeline, not the other way round.

  • Your import settingsSaving writes the model file and the engine re-imports it with your settings. Collisions, LODs and scripts come along.
  • Waits for a still sceneLive updates hold while you drag, paint a stroke or play the animation, and in Edit Mode until you leave it.
  • The agent's edits tooAsk for a change and it lands in the engine like your own. "Link my Unity project" sets it up from the chat.
  • Stays on your computerThe link runs on this machine only, one asset at a time, and edits go one way: Angelo to the engine.

Shipping to the web? Same idea, in a browser.

Live browser preview shows your scene as Three.js draws it, updated after every change. Web export writes a compressed .glb for Three.js, checked against its size budget.

Questions, answered.

  • No. Godot (and Unreal Engine with the live plugin) shows the change on the asset's placed copies without touching the scene; saving updates the asset file, which the engine re-imports.