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]>
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