Skip to content

Sync engines — overview

A sync engine is an adapter that mirrors your Poneglyph project into a game-engine project on disk, so engine-side developers can work offline and push proposals back.

Available adapters:

  1. Sync link — you create a sync link tying a Poneglyph project to a folder in your game project. Each link has a target table (or set of tables), a selected branch, and an optional launch command for the engine editor.
  2. Force update on connect — when the sync engine starts, Poneglyph pushes the current state into the engine’s localization files. Anything in the engine project that didn’t come from Poneglyph is preserved.
  3. Offline edits — engine-side developers edit the localization files directly. The sync engine watches for changes.
  4. Proposals — when the developer reconnects, the sync engine sends a proposal (a diff of what changed) back to Poneglyph.
  5. Staging area — proposals land in the staging area. A loc lead reviews and accepts (per the review and diff flow).

The Sync status bar at the top shows one icon per active sync link:

IconMeaning
Green checkConnected and idle
SpinnerSync in progress
Yellow triangleInstallation issue (run installation checks)
Red XDisconnected or failed

Click an icon to open the sync settings modal and inspect the link.

Open via Sync → Sync settings or the cog on a sync chip. From here you can:

  • Add / edit / remove a sync link
  • Trigger a manual force-update
  • Run installation checks (each adapter has a list of preflight checks)
  • Configure strict validation for incoming proposals