u/J-D-W1992

Fix for Antigravity 2.0 hijacking the IDE, and how to restore your lost settings/extensions(For windows user)

Fix for Antigravity 2.0 hijacking the IDE, and how to restore your lost settings/extensions(For windows user)

Right now, if you install 2.0 with the default settings, only Antigravity 2.0 will launch, completely locking you out of the IDE.

The reason is due to how the Electron framework handles deployments. Electron loads resources based on directory location. Because the 2.0 update dumps its files into the exact same folder as the IDE, the newly added 2.0 app.asar completely hijacks the original Antigravity IDE executable.

https://preview.redd.it/jo13nxe8d92h1.jpg?width=1898&format=pjpg&auto=webp&s=6bb487e776aa7a9262068e189a40e78c10a43b9d

1. How to fix the launcher (Toggle between IDE and 2.0)

Open PowerShell and run this to disable 2.0 and force the IDE to launch:

PowerShell

cd "$env:LOCALAPPDATA\Programs\Antigravity\resources"
Rename-Item app.asar app.asar.bak

If you ever want to switch back to using 2.0 only, run this:

PowerShell

cd "$env:LOCALAPPDATA\Programs\Antigravity\resources"
Rename-Item app.asar.bak app.asar

2. How to restore your missing settings, keymaps, and extensions

If you restore the IDE using the trick above, it will look like all your themes, keymaps, and extensions were wiped.

Here is why: Antigravity is built on VS Code, meaning it generates configuration folders based on the product name.

  • Original IDE (1.x) & 2.0 → Product name: "Antigravity"
    • Settings: ...\Roaming\Antigravity\
    • Extensions: ...\.antigravity\
    • (All your actual settings since Dec 2025 are trapped here)
  • Restored IDE → Product name: "Antigravity IDE"
    • Settings: ...\Roaming\Antigravity IDE\ (Empty new folder)
    • Extensions: ...\.antigravity-ide\ (Empty new folder)

The Fix:

  1. Go to C:\Users\<YourUsername>\AppData\Roaming. Copy the contents of the Antigravity folder and paste them into the Antigravity IDE folder. This restores your settings and keymaps.
  2. Go to C:\Users\<YourUsername>\. Copy the contents of the .antigravity folder and overwrite the contents in .antigravity-ide. This restores your extensions.

Getting a Windows path depth error? If Windows blocks you from copying extensions due to path length depth , open an Administrator CMD and use a symlink (mklink) instead:

DOS

rmdir /S /Q "C:\Users\<YourUsername>\.antigravity-ide\extensions"
mklink /J "C:\Users\<YourUsername>\.antigravity-ide\extensions" "C:\Users\<YourUsername>\.antigravity\extensions"

TL;DR

  1. Google made a rookie Electron deployment mistake. Prioritizing app.asar is normal Electron behavior, but deploying a new product into the exact same folder as the old one is ridiculous.
  2. The 2.0 update overwrites the IDE in the same installation path but changes the product name, which splits the config folders.
  3. They did all this without writing any migration logic to move your settings over, effectively wiping your setup.
reddit.com
u/J-D-W1992 — 3 hours ago

If your Anti-Gravity IDE is suddenly launching 2.0, here is the real reason

https://preview.redd.it/ngbwpcr8j52h1.png?width=1282&format=png&auto=webp&s=ba5338d9ac582e67c2571052dcb20a7220381518

The Real Cause: Electron Loader Conflict

Antigravity IDE.exe is, at its core, just an Electron launcher. Regardless of the .exe filename, the Electron executable automatically loads resources from the same directory. The hardcoded priority is always .asar > folder.

Here is what the directory state looks like after the 2.0 update:

Plaintext

resources\
├── app.asar          (5/19 17:44)  <-- 2.0 code
├── app\
│   └── package.json  (5/19 05:46)  <-- "name": "Antigravity IDE", "1.107.0"
└── ...

The Result

When you double-click Antigravity IDE.exe (even if your shortcut points to it correctly), the Electron launcher sees app.asar and loads the 2.0 code first. The executable itself is the IDE, but the content actually being executed is 2.0.

Basically, the 2.0 installer dropped app.asar into the directory yesterday afternoon and just left the existing app/ folder untouched. It’s an amateur installer bug by Google.

The Fix

Open PowerShell as Administrator and run:

PowerShell

cd "C:\Users\Pc\AppData\Local\Programs\Antigravity\resources"
Rename-Item app.asar app.asar.bak

I did this and it completely fixed the issue for me. If you ever need to use 2.0 again, just rename it back to app.asar.

reddit.com
u/J-D-W1992 — 16 hours ago

Hello Minecraft server owners, I need your help.

Hi, I am a research assistant in Korea helping with a data-analysis project.

We are studying storage patterns in long-running Minecraft survival worlds. For that, we are looking for mature or end-of-season survival world snapshots.

We do not need private player information, chat logs, account data, server configs, or exact coordinates. If sharing a full world save is uncomfortable, an anonymized container/item-count export would also be enough.

Useful formats would be either:

  1. A survival world save that is already safe to share publicly, or

  2. An anonymized CSV containing only container type, item id, and item counts.

The goal is not to evaluate any specific server or player. We only want to test whether certain storage patterns appear in ordinary survival worlds outside Hermitcraft.

If you are interested in helping, please feel free to message me, or send the save file to my email. I would really appreciate it.

doogwoo@gmail.com

reddit.com
u/J-D-W1992 — 8 days ago

Could you review my project

https://github.com/srtdog64/zeno

Hi,

I’m a beginner developer from Korea, and I’ve recently been working on a small TypeScript project.

Zeno is a code generation tool that turns schema-only TypeScript interfaces into DataView-backed accessors for fixed-layout binary records in ArrayBuffer. The goal is to make binary metadata easier to read and maintain in browser, WebGL, worker, and renderer-buffer pipelines without manually managing byte offsets everywhere.

I built it because I wanted a way to serialize and read metadata for a WebGL game. The main focus is WebGL performance. My goal is to make WebGL-related metadata easy to pass around, read in the browser, and eventually feed into an AI system.

The reason is personal: I really want to play tabletop-style games, but I do not have people around me who can play with me regularly. So I am currently building a WebGL game with a dungeon master and players, and I would like to use AI as the dungeon master.

I work mostly as a freelance developer, so I have not had many chances to be part of a code review culture or a larger engineering team. Because of that, it is difficult for me to judge the quality of my own code. The project works for my own use case, but I do not yet know how it looks to other TypeScript developers.

I would be grateful if people in the TypeScript community could take a look, try it if it seems useful, and give me feedback or code review.

u/J-D-W1992 — 9 days ago

Hello Reddit,

I am looking for anonymized Minecraft chest/container item count data from survival servers. Real survival-server data would be much more convincing than a purely simulated example, so I am asking a few server owners whether this kind of anonymized export might be possible.

The format I need is very simple:

containerId,itemType,count
container_001,minecraft:cobblestone,37
container_001,minecraft:dirt,128
container_002,minecraft:diamond,2
container_003,minecraft:iron_ingot,64

One snapshot of the data would already be very useful.

If possible, repeated snapshots over time would be even better, for example once per day or once per week using the same export format.

A time-based format could look like this:

snapshotId,timestamp,containerId,itemType,count
snapshot_001,2026-05-06T00:00:00Z,container_001,minecraft:cobblestone,37
snapshot_001,2026-05-06T00:00:00Z,container_001,minecraft:dirt,128
snapshot_002,2026-05-07T00:00:00Z,container_001,minecraft:cobblestone,193
snapshot_002,2026-05-07T00:00:00Z,container_001,minecraft:dirt,142

However, this is optional. If repeated exports are inconvenient, a single anonymized snapshot is still helpful.

I do not need player names, coordinates, base locations, chat logs, IPs, server logs, or world files.

For this project, I only need anonymized container-level item count data.

Ideally, I would like to compare common byproduct items such as cobblestone, dirt, gravel, netherrack, rotten_flesh, and bone with more valuable or intentionally stored items such as diamond, iron_ingot, gold_ingot, emerald, and redstone.

Is there any practical way to obtain this kind of anonymized data? If this is not possible or is against your server policy, that is completely fine.

Please reply here or send me a DM if you are willing to help.

Thank you.

reddit.com
u/J-D-W1992 — 15 days ago