convert the working scene to text and move it to Scenes/Levels

The scene is now Assets/Scenes/Levels/SC101_ConferenceHall.unity, serialized as
TEXT: 101KB of YAML, diffable and mergeable for the first time.

Root cause of the binary problem, which four earlier approaches had failed to
fix: the NavMeshSurface on the Navigation root held its baked NavMeshData
*embedded in the scene* rather than as an asset. NavMeshData prefers binary
serialization, and one such object forces the whole scene file to binary
regardless of the project's Force Text setting — which is why toggling that
setting, re-saving, and saving to a new path all did nothing.

Bisecting the roots one at a time found it: thirteen roots each saved as text on
their own, Navigation did not. Extracting the data to
Scenes/Levels/SC101_ConferenceHall/NavMesh-Navigation.asset — which is what
baking from the NavMeshSurface inspector produces anyway — lets the scene
serialize as text. The embedded copy was the anomaly.

The scene was rebuilt rather than copied, because saving the binary scene to a
new path reproduces binary. All 14 roots were moved into a fresh scene and
verified: roots 14 -> 14, cross-root references 25 -> 25, zero missing scripts.
Render settings were carried across by hand, since they do not travel with
GameObjects.

Nothing is split yet — every object is still in one scene, so no reference
crosses a scene boundary. That split is the next step.

Also here: the four Editor setup menus no longer each hardcode the scene path;
they share NightclubArcadia.EditorTools.ScenePaths, which is what made renaming
the scene a four-file edit. Build settings point at the new scene, the URP
template leftovers (SampleScene, Readme.asset, TutorialInfo) are deleted, and
.gitattributes drops the binary exception that existed only for the old file.

EditMode 42/42, YarnCheck 9 files / 35 nodes.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
2026-08-25 20:39:24 +02:00
co-authored by Claude Opus 5
parent f5b302b3e3
commit 1c1e50809a
28 changed files with 3242 additions and 1527 deletions
-12
View File
@@ -29,18 +29,6 @@
*.fontsettings text eol=lf merge=unityyamlmerge
*.meta text eol=lf
# ---------------------------------------------------------------------------
# EXCEPTION — a scene that is serialized as BINARY
# ---------------------------------------------------------------------------
# DialogueTest.unity is a Unity binary SerializedFile, not YAML, despite the
# project being set to Force Text. It contains 128 lone CR bytes, so treating it
# as text would have git rewrite them as line endings and corrupt the scene.
#
# Remove this line the moment the file is genuinely text — verify with:
# head -c 20 NightclubArcadia/Assets/Scenes/DialogueTest.unity # want %YAML 1.1
# Background and the fix: docs/restructure-plan.md §0.1
/NightclubArcadia/Assets/Scenes/DialogueTest.unity binary
# ---------------------------------------------------------------------------
# Source, config and prose
# ---------------------------------------------------------------------------
@@ -10,12 +10,12 @@ using UnityEngine;
using UnityEngine.AI;
/// <summary>
/// Wires player control, navigation, and camera systems into DialogueTest.unity.
/// Wires player control, navigation, and camera systems into SC101_ConferenceHall.unity.
/// Run via Tools → Nightclub Arcadia → Set Up Player Control &amp; Camera.
/// </summary>
public static class PlayerControlSetup
{
const string ScenePath = "Assets/Scenes/DialogueTest.unity";
const string ScenePath = NightclubArcadia.EditorTools.ScenePaths.WorkingLevel;
const string PlayerPrefabPath = "Assets/StarterAssets/ThirdPersonController/Prefabs/PlayerArmature.prefab";
const string SettingsFolder = "Assets/Settings";
@@ -0,0 +1,21 @@
namespace NightclubArcadia.EditorTools
{
/// <summary>
/// The scene paths the one-shot setup menus operate on.
///
/// These used to be a literal "Assets/Scenes/DialogueTest.unity" repeated in four
/// Editor scripts, which is why renaming the scene meant finding all four. One
/// place now.
/// </summary>
public static class ScenePaths
{
/// <summary>Entry point. Loads Systems, then a level.</summary>
public const string Bootstrap = "Assets/Scenes/Bootstrap.unity";
/// <summary>Persistent systems: dialogue, skills, UI, camera rig, player.</summary>
public const string Systems = "Assets/Scenes/Systems/Systems.unity";
/// <summary>The scene the setup menus wire into. SC-101's conference hall.</summary>
public const string WorkingLevel = "Assets/Scenes/Levels/SC101_ConferenceHall.unity";
}
}
@@ -0,0 +1,11 @@
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@@ -23,7 +23,7 @@ public static class SkillSystemSetup
const string SkillsFolder = "Assets/Skills";
const string BiblePath = "Assets/Skills/skill_bible.json";
const string DatabasePath = "Assets/Skills/SkillDatabase.asset";
const string ScenePath = "Assets/Scenes/DialogueTest.unity";
const string ScenePath = NightclubArcadia.EditorTools.ScenePaths.WorkingLevel;
const string AutoSetupSessionKey = "NightclubArcadia.SkillSystem.AutoSetupDone";
[DidReloadScripts]
@@ -55,7 +55,7 @@ public static class SkillSystemSetup
/// <summary>
/// Creates/updates ScriptableObject assets without opening a scene.
/// Safe to run on domain reload. Scene wiring stays on the menu item /
/// the checked-in DialogueTest.unity Skill System objects.
/// the checked-in SC101_ConferenceHall.unity Skill System objects.
/// </summary>
static void EnsureSkillAssetsOnly()
{
@@ -122,7 +122,7 @@ public static class SkillSystemSetup
EditorUtility.SetDirty(database);
AssetDatabase.SaveAssets();
WireDialogueTestScene(database);
WireWorkingLevelScene(database);
AssetDatabase.SaveAssets();
Debug.Log($"Skill system setup complete. Database at {DatabasePath}; scene wired at {ScenePath}.");
}
@@ -230,7 +230,7 @@ public static class SkillSystemSetup
}
}
static void WireDialogueTestScene(SkillDatabase database)
static void WireWorkingLevelScene(SkillDatabase database)
{
if (!File.Exists(ScenePath))
{
@@ -243,7 +243,7 @@ public static class SkillSystemSetup
var runner = UnityEngine.Object.FindAnyObjectByType<DialogueRunner>();
if (runner == null)
{
Debug.LogError("No DialogueRunner in DialogueTest.unity.");
Debug.LogError("No DialogueRunner in SC101_ConferenceHall.unity.");
return;
}
@@ -16,12 +16,12 @@ using UnityEngine.UI;
using Yarn.Unity;
/// <summary>
/// Builds UI prefabs and wires them into DialogueTest.unity.
/// Builds UI prefabs and wires them into SC101_ConferenceHall.unity.
/// Run via Tools → Nightclub Arcadia → Set Up UI Layer.
/// </summary>
public static class UILayerSetup
{
const string ScenePath = "Assets/Scenes/DialogueTest.unity";
const string ScenePath = NightclubArcadia.EditorTools.ScenePaths.WorkingLevel;
const string PrefabFolder = "Assets/Prefabs/UI";
const string ArtFolder = "Assets/Art/UI/Placeholder";
@@ -9,7 +9,7 @@ using Yarn.Unity.Editor;
public static class YarnDemoSetup
{
const string YarnProjectPath = "Assets/Dialogue/NightclubArcadia.yarnproject";
const string ScenePath = "Assets/Scenes/DialogueTest.unity";
const string ScenePath = NightclubArcadia.EditorTools.ScenePaths.WorkingLevel;
[MenuItem("Tools/Nightclub Arcadia/Set Up Yarn Dialogue Test")]
public static void SetUpYarnDialogueTest()
-34
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor {
static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static float kSpace = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
{
var readme = SelectReadme();
SessionState.SetBool(kShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}
static void LoadLayout()
{
var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false});
}
[MenuItem("Tutorial/Show Tutorial Instructions")]
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[]{readmeObject};
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle");
{
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
GUILayout.Label(readme.title, TitleStyle);
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
if (!string.IsNullOrEmpty(section.heading))
{
GUILayout.Label(section.heading, HeadingStyle);
}
if (!string.IsNullOrEmpty(section.text))
{
GUILayout.Label(section.text, BodyStyle);
}
if (!string.IsNullOrEmpty(section.linkText))
{
if (LinkLabel(new GUIContent(section.linkText)))
{
Application.OpenURL(section.url);
}
}
GUILayout.Space(kSpace);
}
}
bool m_Initialized;
GUIStyle LinkStyle { get { return m_LinkStyle; } }
[SerializeField] GUIStyle m_LinkStyle;
GUIStyle TitleStyle { get { return m_TitleStyle; } }
[SerializeField] GUIStyle m_TitleStyle;
GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
[SerializeField] GUIStyle m_HeadingStyle;
GUIStyle BodyStyle { get { return m_BodyStyle; } }
[SerializeField] GUIStyle m_BodyStyle;
void Init()
{
if (m_Initialized)
return;
m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 14;
m_TitleStyle = new GUIStyle(m_BodyStyle);
m_TitleStyle.fontSize = 26;
m_HeadingStyle = new GUIStyle(m_BodyStyle);
m_HeadingStyle.fontSize = 18 ;
m_LinkStyle = new GUIStyle(m_BodyStyle);
m_LinkStyle.wordWrap = false;
// Match selection color which works nicely for both light and dark skins
m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
m_LinkStyle.stretchWidth = false;
m_Initialized = true;
}
bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
{
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI ();
Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white;
Handles.EndGUI ();
EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
return GUI.Button (position, label, LinkStyle);
}
}
@@ -1,20 +0,0 @@
fileFormatVersion: 2
guid: 476cc7d7cd9874016adc216baab94a0a
timeCreated: 1484146680
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 196526
packageName: Starter Assets - ThirdPerson | Updates in new CharacterController
package
packageVersion: 1.1.7
assetPath: Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
uploadId: 879174
@@ -1,14 +0,0 @@
using System;
using UnityEngine;
public class Readme : ScriptableObject {
public Texture2D icon;
public string title;
public Section[] sections;
public bool loadedLayout;
[Serializable]
public class Section {
public string heading, text, linkText, url;
}
}
@@ -1,20 +0,0 @@
fileFormatVersion: 2
guid: fcf7219bab7fe46a1ad266029b2fee19
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences:
- icon: {fileID: 2800000, guid: d4743ba2e2a59f946b2125c074582ce7, type: 3}
executionOrder: 0
icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 196526
packageName: Starter Assets - ThirdPerson | Updates in new CharacterController
package
packageVersion: 1.1.7
assetPath: Assets/TutorialInfo/Scripts/Readme.cs
uploadId: 879174
@@ -6,10 +6,7 @@ EditorBuildSettings:
serializedVersion: 2
m_Scenes:
- enabled: 1
path: Assets/Scenes/SampleScene.unity
guid: 99c9720ab356a0642a771bea13969a05
- enabled: 1
path: Assets/Scenes/DialogueTest.unity
guid: 67a0ad6ebebd640a59b91b85221b30df
path: Assets/Scenes/Levels/SC101_ConferenceHall.unity
guid: a4910059112fe4675827519a3f55afe5
m_configObjects:
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}