From 40b4547c71758a8578a4b58edcc8dc60ace923a5 Mon Sep 17 00:00:00 2001 From: grabowskil Date: Tue, 25 Aug 2026 20:50:25 +0200 Subject: [PATCH] split the scene into Bootstrap, Systems and Level MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The game now starts from Bootstrap.unity, which additively loads Systems (the dialogue runner, skills, UI layer, camera rig and the player) and then a level (geometry, light, navmesh, reveal cameras). The level becomes the active scene so new objects and lighting land there. The player moved into Systems. It had been parented under Room_101 — under level geometry — and it is persistent content, not level content. Moving it also removes most of the cross-scene breakage on its own. Unity nulls any serialized reference that crosses a scene boundary. Measured rather than guessed: the pre-split scene was pulled from git and its null references diffed against the split result. Exactly seven were lost — both NPCs' dialogueRunner, dialogueUI and player, plus the reveal camera's tracking target. A first naive audit reported 210, which turned out to be pre-existing Unity defaults like Image.m_Material; the baseline diff is what separated the two. Each of the seven now resolves at runtime. SceneServices.Resolve fills in a null Inspector reference by searching the loaded scenes, keeping an assigned value if there is one; CinemachineFollowsPlayer binds the reveal camera once the player exists. Both follow the pattern already used by CameraFramingVolume and by NPCStandIn's player lookup, rather than introducing a new one. Assets/Tests/PlayMode is new, and it immediately paid for itself. BootstrapTests loads Bootstrap and asserts the whole game comes up; on its first run it caught a real bug the split had introduced. The player's NavMeshAgent lives in Systems while the NavMesh is baked into the level, so during load the agent exists off-mesh and ResetPath logs an error. ClickToMoveController now guards on agent.isOnNavMesh rather than a bare null check. No EditMode test could have seen that, because none of it has run yet. Two of those checks reach their types by name through reflection: NPCStandIn and the Cinematics namespace live in Assembly-CSharp, and an asmdef test assembly cannot reference the predefined assemblies. Per-area asmdefs remove the need. Build settings list all three scenes with Bootstrap at index 0, which LoadSceneAsync by name requires. EditMode 42/42, PlayMode 5/5, YarnCheck 9 files / 35 nodes. Co-Authored-By: Claude Opus 5 --- CLAUDE.md | 114 +- Makefile | 4 +- .../Assets/Scenes/Bootstrap.unity | 172 ++ .../Assets/Scenes/Bootstrap.unity.meta | 7 + .../Scenes/Levels/SC101_ConferenceHall.unity | 1656 +--------------- .../Assets/Scenes/Systems/Systems.unity | 1750 +++++++++++++++++ .../Assets/Scenes/Systems/Systems.unity.meta | 7 + .../Camera/CinemachineFollowsPlayer.cs | 49 + .../Camera/CinemachineFollowsPlayer.cs.meta | 11 + NightclubArcadia/Assets/Scripts/Core.meta | 8 + .../Assets/Scripts/Core/GameBootstrap.cs | 65 + .../Assets/Scripts/Core/GameBootstrap.cs.meta | 11 + .../Assets/Scripts/Core/SceneServices.cs | 61 + .../Assets/Scripts/Core/SceneServices.cs.meta | 11 + .../Scripts/Dialogue/DialogueInteractable.cs | 4 + .../Assets/Scripts/NPCs/NPCStandIn.cs | 5 + .../Scripts/Player/ClickToMoveController.cs | 18 +- NightclubArcadia/Assets/Tests/PlayMode.meta | 8 + .../Assets/Tests/PlayMode/BootstrapTests.cs | 121 ++ .../Tests/PlayMode/BootstrapTests.cs.meta | 11 + .../NightclubArcadia.PlayMode.Tests.asmdef | 24 + ...ightclubArcadia.PlayMode.Tests.asmdef.meta | 7 + .../ProjectSettings/EditorBuildSettings.asset | 6 + docs/restructure-plan.md | 142 +- 24 files changed, 2545 insertions(+), 1727 deletions(-) create mode 100644 NightclubArcadia/Assets/Scenes/Bootstrap.unity create mode 100644 NightclubArcadia/Assets/Scenes/Bootstrap.unity.meta create mode 100644 NightclubArcadia/Assets/Scenes/Systems/Systems.unity create mode 100644 NightclubArcadia/Assets/Scenes/Systems/Systems.unity.meta create mode 100644 NightclubArcadia/Assets/Scripts/Camera/CinemachineFollowsPlayer.cs create mode 100644 NightclubArcadia/Assets/Scripts/Camera/CinemachineFollowsPlayer.cs.meta create mode 100644 NightclubArcadia/Assets/Scripts/Core.meta create mode 100644 NightclubArcadia/Assets/Scripts/Core/GameBootstrap.cs create mode 100644 NightclubArcadia/Assets/Scripts/Core/GameBootstrap.cs.meta create mode 100644 NightclubArcadia/Assets/Scripts/Core/SceneServices.cs create mode 100644 NightclubArcadia/Assets/Scripts/Core/SceneServices.cs.meta create mode 100644 NightclubArcadia/Assets/Tests/PlayMode.meta create mode 100644 NightclubArcadia/Assets/Tests/PlayMode/BootstrapTests.cs create mode 100644 NightclubArcadia/Assets/Tests/PlayMode/BootstrapTests.cs.meta create mode 100644 NightclubArcadia/Assets/Tests/PlayMode/NightclubArcadia.PlayMode.Tests.asmdef create mode 100644 NightclubArcadia/Assets/Tests/PlayMode/NightclubArcadia.PlayMode.Tests.asmdef.meta diff --git a/CLAUDE.md b/CLAUDE.md index 936bd96..15a3241 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -47,12 +47,12 @@ AI Navigation 2.0.14, ProBuilder 6.1.2, Test Framework 1.7.0. Yarn Spinner is an overwritten by the Editor setup scripts. Edit the JSON. 2. **Never hand-edit scene or prefab YAML unless you have read the surrounding block.** GUID/fileID surgery in `.unity` / `.prefab` files silently detaches components. -3. **One Unity instance per project path.** Unity refuses to open a project in batch +5. **One Unity instance per project path.** Unity refuses to open a project in batch mode while the Editor has it open — a single instance at a time. Always check before any `-batchmode` invocation (§3.1). -4. **Prefer YarnCheck over Unity for dialogue validation.** It is seconds, not minutes, - and needs no Editor lock (§5.4). -5. **Do not commit on the user's behalf** unless asked. Unity writes to tracked files +6. **Prefer YarnCheck over Unity for dialogue validation.** It is seconds, not minutes, + and needs no Editor lock (§5.5). +7. **Do not commit on the user's behalf** unless asked. Unity writes to tracked files (`ProjectSettings/*`, `.meta`, scenes) as a side effect of simply being open, so `git status` noise is expected and is not always yours. @@ -133,10 +133,11 @@ misread the check. `Temp/UnityLockfile` and `unity status` are the other two sig Useful flags: `--filter `, `--retries <0-10>` (reports tests that pass on retry as flaky), `--rerun-failed`, `--shard N/M` for parallel CI, `--coverage`, `--timeout `. -`--mode PlayMode` runs the PlayMode suite. **There are none yet** — `Assets/Tests/` is EditMode -only, so that command reports zero tests. A PlayMode suite needs a new -`Assets/Tests/PlayMode/*.asmdef` referencing `UnityEngine.TestRunner` with `includePlatforms` -left empty. +`--mode PlayMode` runs `Assets/Tests/PlayMode` — currently `BootstrapTests`, which loads +`Bootstrap.unity` and asserts the whole game comes up: both scenes loaded, the player present +and tagged, the dialogue runner found, both NPCs having resolved their runner across the scene +boundary, and the reveal camera bound to the player. **If that suite fails, the game does not +start.** Raw-Editor equivalent, if you need a flag the CLI does not expose: @@ -208,6 +209,20 @@ NightclubArcadia/Assets/Dialogue/ The writer-facing context sits at the repo root, outside `Assets/` so it gets no `.meta` files: +The scenes are split three ways, loaded additively from `Bootstrap`: + +``` +Assets/Scenes/ +├── Bootstrap.unity entry point; GameBootstrap loads the rest +├── Systems/Systems.unity dialogue, skills, UI, camera rig, and the PLAYER +└── Levels/ + ├── SC101_ConferenceHall.unity geometry, light, navmesh, reveal cameras + └── SC101_ConferenceHall/ baked data for that scene (NavMesh asset) +``` + +`Bootstrap` must stay index 0 in the build settings. The level is made the active scene after +load, so new objects and lighting land there rather than in Bootstrap. + ``` writing/ ├── README.md session entry point @@ -357,7 +372,17 @@ or a branch.** If a writing task requires either, that is a pipeline bug — fil `$self_lean_*` / `$found_*` in any `.yarn` file resolves to a real id in `CandidateDatabase`. It is a tripwire, not a proof. -### 5.2 Voice-sheet sync +### 5.2 PlayMode suite + +`Assets/Tests/PlayMode/BootstrapTests.cs`. Verifies the scene split at runtime — the thing no +EditMode test can see, because none of the runtime resolution has happened yet. + +Two of its checks reach their types by name through reflection. `NPCStandIn` and +`NightclubArcadia.Cinematics` live in `Assembly-CSharp`, and an asmdef test assembly cannot +reference the predefined assemblies — only the reverse. Giving the runtime code its own asmdefs +removes the need; until then the reflection is confined to those two tests. + +### 5.3 Voice-sheet sync ```bash python3 tools/writing/sync_voices.py --check @@ -365,11 +390,11 @@ python3 tools/writing/sync_voices.py --check Seconds, no Unity. Run it after touching `writing/voices/*.md` or `skill_bible.json` (§4.6). -### 5.3 One-click in-Editor run +### 5.4 One-click in-Editor run `Tools ▸ Nightclub Arcadia ▸ Run Skill EditMode Tests` (`Assets/Editor/SkillSystemTestRunner.cs`). -### 5.4 YarnCheck — validate dialogue without Unity ⭐ +### 5.5 YarnCheck — validate dialogue without Unity ⭐ `tools/YarnCheck` is a .NET 9 console app that compiles **and plays** the Yarn scripts using the exact Yarn Spinner DLLs shipped in `Packages/dev.yarnspinner.unity/Runtime/DLLs`, so it @@ -420,29 +445,48 @@ should not be — see `docs/restructure-plan.md`. ## 7. Traps -1. **`Assets/Scenes/DialogueTest.unity` is serialized as binary**, and Unity will not convert it - from a headless run. The project is set to Force Text (`m_SerializationMode: 2`) and the API - agrees — `EditorSettings.serializationMode` reads `ForceText` — but Force Text governs - conversion **at the moment the setting changes**, not on every save. A file that entered the - project as binary stays binary. Four approaches were tried and all failed silently: - `AssetDatabase.ForceReserializeAssets` does not rewrite scene files; `OpenScene` + - `MarkSceneDirty` + `SaveScene` to the same path returns `true` and writes nothing, because - `MarkSceneDirty` does not take in batch mode; `SaveScene` to a *new* path writes a fresh file - that is also binary; and re-assigning `serializationMode` (Mixed → ForceText) from script - does not trigger a reserialize pass. **The fix is Editor-UI only:** Project Settings ▸ Editor - ▸ Asset Serialization, switch the mode and switch it back, which reserializes on apply. - Until then the scene is not diffable or mergeable. It is committed and intact (14 roots). -2. **`unity run` reserves `-batchmode`, `-nographics`, `-quit`, `-logFile`.** Passing any of them +1. **A scene silently turns binary if it holds an object that prefers binary serialization.** + This one cost real time. `DialogueTest.unity` was binary for weeks despite the project being + set to Force Text, because the `NavMeshSurface` held its baked `NavMeshData` *embedded in the + scene* rather than as an asset. One such object forces the whole file to binary, and no amount + of re-saving or toggling the setting fixes it — Force Text only converts at the moment the + setting changes. The fix is to extract the data to its own asset, which is what baking from + the NavMeshSurface inspector produces anyway. If a scene goes binary again, bisect: move the + roots one at a time into a fresh scene and see which one yields a binary file. + +2. **Serialized references cannot cross a scene boundary.** Unity nulls them. The split cost + exactly seven: both NPCs' `dialogueRunner`, `dialogueUI` and `player`, plus the reveal + camera's tracking target. All are resolved at runtime now — `SceneServices.Resolve` for the + first, `CinemachineFollowsPlayer` for the last. Anything new that a level object needs from + Systems must follow that pattern, and `BootstrapTests` is where you prove it works. + +3. **The player's NavMeshAgent outlives the NavMesh.** The player is in Systems, the NavMesh is + baked into the level, so there is a window during load where the agent exists and is not on a + mesh. `ResetPath`, `isStopped` and `SetDestination` all log errors in that state. Guard on + `agent.isOnNavMesh`, not just a null check. + +4. **An asmdef assembly cannot reference `Assembly-CSharp`.** Only the reverse. Most runtime code + here has no asmdef, so a test assembly cannot see `NPCStandIn` or `NightclubArcadia.Cinematics` + directly — hence the reflection in `BootstrapTests`. Adding per-area asmdefs removes this. + +5. **`unity run` reserves `-batchmode`, `-nographics`, `-quit`, `-logFile`.** Passing any of them after `--` is a hard error, and its output does not reach stdout — read `Logs/Editor.log` (§3.4). -3. **`-quit` with `-runTests`** hangs or truncates. Omit it (§3.2). -4. **Exit code alone is not a test verdict.** Parse the results XML (§3.2). -5. **`which unity` fails** in non-interactive shells even though the CLI is installed. Use the + +6. **`-quit` with `-runTests`** hangs or truncates. Omit it (§3.2). + +7. **Exit code alone is not a test verdict.** Parse the results XML (§3.2), which is what + `make test` does. + +8. **`which unity` fails** in non-interactive shells even though the CLI is installed. Use the absolute path `/Users/lennart/.unity/bin/unity` (§3.0). -6. **Editor lock** — check before every headless run, filtering out `AssetImportWorker` children (§3.1). -7. **Regenerated assets** — hand edits to `Skills/Definitions/*`, `Candidates/Definitions/*` - and the two `*Database.asset` files are silently discarded (§2.1). -8. **`top_skill` ties** resolve to the first argument. Reordering arguments changes the game. -9. **No `.gitattributes`** — no Unity YAML merge driver, no LFS rule for `Assets/Art/`. - Scene and prefab merges will conflict destructively under branching. -10. **Template leftovers still present**: `Assets/Scenes/SampleScene.unity`, `Assets/Readme.asset`, - `Assets/TutorialInfo/`. `SampleScene` is in the build scene list. Not load-bearing. + +9. **Editor lock** — check before every headless run, filtering out `AssetImportWorker` children. + `make test` and `make build` do this for you (§2b). + +10. **Regenerated assets** — hand edits to `Skills/Definitions/*`, `Candidates/Definitions/*` + and the two `*Database.asset` files are silently discarded (§2.1). + +11. **`top_skill` ties** resolve to the first argument. Reordering arguments changes the game. + +12. **`Bootstrap` must stay index 0** in the build settings, and all three scenes must be listed, + or `LoadSceneAsync` by name fails at runtime with nothing but a console error. diff --git a/Makefile b/Makefile index b1c956c..71183ff 100644 --- a/Makefile +++ b/Makefile @@ -19,7 +19,7 @@ help: ## Show this help @echo "" @echo " Unity must be CLOSED for test/build — run 'make lock' to check." -check: yarn voices test ## Everything a change should pass before commit +check: yarn voices test test-play ## Everything a change should pass before commit yarn: ## Compile every Yarn script (seconds, no Unity) @cd tools/YarnCheck && DOTNET_CLI_TELEMETRY_OPTOUT=1 dotnet run -- ../../NightclubArcadia/Assets/Dialogue @@ -40,7 +40,7 @@ test: lock ## Run the EditMode suite --output $(RESULTS)/editmode.xml --timeout 900 || true @python3 tools/ci/report_tests.py $(RESULTS)/editmode.xml -test-play: lock ## Run the PlayMode suite (none exist yet) +test-play: lock ## Run the PlayMode suite (bootstrap + scene split) @mkdir -p $(RESULTS) @$(UNITY_CLI) test $(PROJECT) --no-banner --mode PlayMode \ --output $(RESULTS)/playmode.xml --timeout 900 || true diff --git a/NightclubArcadia/Assets/Scenes/Bootstrap.unity b/NightclubArcadia/Assets/Scenes/Bootstrap.unity new file mode 100644 index 0000000..0ff18c0 --- /dev/null +++ b/NightclubArcadia/Assets/Scenes/Bootstrap.unity @@ -0,0 +1,172 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!29 &1 +OcclusionCullingSettings: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_OcclusionBakeSettings: + smallestOccluder: 5 + smallestHole: 0.25 + backfaceThreshold: 100 + m_SceneGUID: 00000000000000000000000000000000 + m_OcclusionCullingData: {fileID: 0} +--- !u!104 &2 +RenderSettings: + m_ObjectHideFlags: 0 + serializedVersion: 10 + m_Fog: 0 + m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} + m_FogMode: 3 + m_FogDensity: 0.01 + m_LinearFogStart: 0 + m_LinearFogEnd: 300 + m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1} + m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} + m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} + m_AmbientIntensity: 1 + m_AmbientMode: 0 + m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1} + m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0} + m_HaloStrength: 0.5 + m_FlareStrength: 1 + m_FlareFadeSpeed: 3 + m_HaloTexture: {fileID: 0} + m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0} + m_DefaultReflectionMode: 0 + m_DefaultReflectionResolution: 128 + m_ReflectionBounces: 1 + m_ReflectionIntensity: 1 + m_CustomReflection: {fileID: 0} + m_Sun: {fileID: 0} + m_UseRadianceAmbientProbe: 0 +--- !u!157 &3 +LightmapSettings: + m_ObjectHideFlags: 0 + serializedVersion: 13 + m_BakeOnSceneLoad: 0 + m_GISettings: + serializedVersion: 2 + m_BounceScale: 1 + m_IndirectOutputScale: 1 + m_AlbedoBoost: 1 + m_EnvironmentLightingMode: 0 + m_EnableBakedLightmaps: 1 + m_EnableRealtimeLightmaps: 0 + m_LightmapEditorSettings: + serializedVersion: 12 + m_Resolution: 2 + m_BakeResolution: 40 + m_AtlasSize: 1024 + m_AO: 0 + m_AOMaxDistance: 1 + m_CompAOExponent: 1 + m_CompAOExponentDirect: 0 + m_ExtractAmbientOcclusion: 0 + m_Padding: 2 + m_LightmapParameters: {fileID: 0} + m_LightmapsBakeMode: 1 + m_TextureCompression: 1 + m_ReflectionCompression: 2 + m_MixedBakeMode: 2 + m_BakeBackend: 2 + m_PVRSampling: 1 + m_PVRDirectSampleCount: 32 + m_PVRSampleCount: 512 + m_PVRBounces: 2 + m_PVREnvironmentSampleCount: 256 + m_PVREnvironmentReferencePointCount: 2048 + m_PVRFilteringMode: 1 + m_PVRDenoiserTypeDirect: 1 + m_PVRDenoiserTypeIndirect: 1 + m_PVRDenoiserTypeAO: 1 + m_PVRFilterTypeDirect: 0 + m_PVRFilterTypeIndirect: 0 + m_PVRFilterTypeAO: 0 + m_PVREnvironmentMIS: 1 + m_PVRCulling: 1 + m_PVRFilteringGaussRadiusDirect: 1 + m_PVRFilteringGaussRadiusIndirect: 1 + m_PVRFilteringGaussRadiusAO: 1 + m_PVRFilteringAtrousPositionSigmaDirect: 0.5 + m_PVRFilteringAtrousPositionSigmaIndirect: 2 + m_PVRFilteringAtrousPositionSigmaAO: 1 + m_ExportTrainingData: 0 + m_TrainingDataDestination: TrainingData + m_LightProbeSampleCountMultiplier: 4 + m_LightingDataAsset: {fileID: 20201, guid: 0000000000000000f000000000000000, type: 0} + m_LightingSettings: {fileID: 0} +--- !u!196 &4 +NavMeshSettings: + serializedVersion: 2 + m_ObjectHideFlags: 0 + m_BuildSettings: + serializedVersion: 3 + agentTypeID: 0 + agentRadius: 0.5 + agentHeight: 2 + agentSlope: 45 + agentClimb: 0.4 + ledgeDropHeight: 0 + maxJumpAcrossDistance: 0 + minRegionArea: 2 + manualCellSize: 0 + cellSize: 0.16666667 + manualTileSize: 0 + tileSize: 256 + buildHeightMesh: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 + debug: + m_Flags: 0 + m_NavMeshData: {fileID: 0} +--- !u!1 &1325409732 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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The player now lives in the Systems scene, so + /// that reference cannot be serialized any more and has to be bound at runtime. + /// + [RequireComponent(typeof(CinemachineCamera))] + public sealed class CinemachineFollowsPlayer : MonoBehaviour + { + [Tooltip("Also drive LookAt, not just Follow.")] + [SerializeField] bool alsoLookAt; + + [Tooltip("Seconds to keep retrying while the Systems scene finishes loading.")] + [SerializeField] float resolveTimeout = 5f; + + IEnumerator Start() + { + var cam = GetComponent(); + var deadline = Time.unscaledTime + resolveTimeout; + + while (SceneServices.Player == null && Time.unscaledTime < deadline) + { + yield return null; + } + + var player = SceneServices.Player; + if (player == null) + { + Debug.LogError($"[CinemachineFollowsPlayer] {name}: no object tagged Player appeared " + + $"within {resolveTimeout}s.", this); + yield break; + } + + cam.Follow = player; + if (alsoLookAt) + { + cam.LookAt = player; + } + } + } +} diff --git a/NightclubArcadia/Assets/Scripts/Camera/CinemachineFollowsPlayer.cs.meta b/NightclubArcadia/Assets/Scripts/Camera/CinemachineFollowsPlayer.cs.meta new file mode 100644 index 0000000..46edcc1 --- /dev/null +++ b/NightclubArcadia/Assets/Scripts/Camera/CinemachineFollowsPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1cc7a0e83be949f5974b1f675c37c84e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Assets/Scripts/Core.meta b/NightclubArcadia/Assets/Scripts/Core.meta new file mode 100644 index 0000000..ea30fa0 --- /dev/null +++ b/NightclubArcadia/Assets/Scripts/Core.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0a917e0f38654c5d9c73026e20ad3e16 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Assets/Scripts/Core/GameBootstrap.cs b/NightclubArcadia/Assets/Scripts/Core/GameBootstrap.cs new file mode 100644 index 0000000..4bb6e51 --- /dev/null +++ b/NightclubArcadia/Assets/Scripts/Core/GameBootstrap.cs @@ -0,0 +1,65 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.SceneManagement; + +namespace NightclubArcadia.Core +{ + /// + /// The entry point. Loads the persistent Systems scene, then a level, additively. + /// + /// Splitting the game across scenes is what lets a level be edited without touching + /// the systems wiring, and stops a corrupted level from taking the dialogue runner, + /// the UI layer and the player with it. The cost is that serialized references + /// cannot cross a scene boundary — Unity nulls those — so the handful of level + /// objects that need a system resolve it at runtime instead. See SceneServices. + /// + public sealed class GameBootstrap : MonoBehaviour + { + [Tooltip("Persistent scene holding dialogue, skills, UI, the camera rig and the player.")] + [SerializeField] string systemsScene = "Systems"; + + [Tooltip("Level to open on start. Leave empty to load only the systems layer.")] + [SerializeField] string startLevel = "SC101_ConferenceHall"; + + IEnumerator Start() + { + yield return LoadIfNeeded(systemsScene); + + if (!string.IsNullOrEmpty(startLevel)) + { + yield return LoadIfNeeded(startLevel); + + var level = SceneManager.GetSceneByName(startLevel); + if (level.IsValid() && level.isLoaded) + { + // The active scene decides where new objects land and which + // lighting settings apply, so it must be the level, not this one. + SceneManager.SetActiveScene(level); + } + } + } + + static IEnumerator LoadIfNeeded(string sceneName) + { + if (string.IsNullOrEmpty(sceneName)) + { + yield break; + } + + var existing = SceneManager.GetSceneByName(sceneName); + if (existing.IsValid() && existing.isLoaded) + { + yield break; + } + + var op = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive); + if (op == null) + { + Debug.LogError($"[GameBootstrap] '{sceneName}' is not in the build settings."); + yield break; + } + + yield return op; + } + } +} diff --git a/NightclubArcadia/Assets/Scripts/Core/GameBootstrap.cs.meta b/NightclubArcadia/Assets/Scripts/Core/GameBootstrap.cs.meta new file mode 100644 index 0000000..f59701f --- /dev/null +++ b/NightclubArcadia/Assets/Scripts/Core/GameBootstrap.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 612d8b8b7afa48d68f187e4d51bae0cd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Assets/Scripts/Core/SceneServices.cs b/NightclubArcadia/Assets/Scripts/Core/SceneServices.cs new file mode 100644 index 0000000..d32cd05 --- /dev/null +++ b/NightclubArcadia/Assets/Scripts/Core/SceneServices.cs @@ -0,0 +1,61 @@ +using UnityEngine; + +namespace NightclubArcadia.Core +{ + /// + /// Finds objects that live in a different loaded scene. + /// + /// Unity cannot serialize a reference across a scene boundary — the Inspector + /// refuses it and any existing reference is nulled when the scenes are split. So a + /// level object that needs the dialogue runner, or the player, has to resolve it at + /// runtime. This is a lookup helper, not a service container: there is no + /// registration step and nothing to keep in sync. + /// + /// It is deliberately thin. FindFirstObjectByType is not cheap, so callers cache + /// what they get in Awake rather than calling per frame, and an Inspector-assigned + /// reference always wins — this only fills in what the split left null. + /// + public static class SceneServices + { + /// Inspector value if set, otherwise the first one in any loaded scene. + public static T Resolve(T assigned, Object context, string field) where T : Object + { + if (assigned != null) + { + return assigned; + } + + var found = Object.FindFirstObjectByType(); + if (found == null) + { + Debug.LogError( + $"[SceneServices] {context?.name}: could not resolve {field} ({typeof(T).Name}). " + + "Is the Systems scene loaded?", context); + } + + return found; + } + + static Transform player; + + /// + /// The player transform, by tag, cached. Null between scene loads if the + /// systems scene has not come up yet, so callers must handle null. + /// + public static Transform Player + { + get + { + if (player == null) + { + var go = GameObject.FindGameObjectWithTag("Player"); + player = go != null ? go.transform : null; + } + return player; + } + } + + /// Drop the cache. Call when unloading a scene that held the player. + public static void Forget() => player = null; + } +} diff --git a/NightclubArcadia/Assets/Scripts/Core/SceneServices.cs.meta b/NightclubArcadia/Assets/Scripts/Core/SceneServices.cs.meta new file mode 100644 index 0000000..cfe6112 --- /dev/null +++ b/NightclubArcadia/Assets/Scripts/Core/SceneServices.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: db6a827f17574ac1b7c92185a089300a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Assets/Scripts/Dialogue/DialogueInteractable.cs b/NightclubArcadia/Assets/Scripts/Dialogue/DialogueInteractable.cs index db3005f..0f1cb2f 100644 --- a/NightclubArcadia/Assets/Scripts/Dialogue/DialogueInteractable.cs +++ b/NightclubArcadia/Assets/Scripts/Dialogue/DialogueInteractable.cs @@ -1,6 +1,7 @@ using UnityEngine; using UnityEngine.InputSystem; using Yarn.Unity; +using NightclubArcadia.Core; namespace NightclubArcadia.Dialogue { @@ -20,6 +21,9 @@ namespace NightclubArcadia.Dialogue void Awake() { + // Same cross-scene resolution as NPCStandIn: the runner is in Systems. + dialogueRunner = SceneServices.Resolve(dialogueRunner, this, nameof(dialogueRunner)); + interactAction = new InputAction("Interact"); interactAction.AddBinding("/e"); interactAction.AddBinding("/buttonNorth"); diff --git a/NightclubArcadia/Assets/Scripts/NPCs/NPCStandIn.cs b/NightclubArcadia/Assets/Scripts/NPCs/NPCStandIn.cs index e3ba11a..b4e91ff 100644 --- a/NightclubArcadia/Assets/Scripts/NPCs/NPCStandIn.cs +++ b/NightclubArcadia/Assets/Scripts/NPCs/NPCStandIn.cs @@ -4,6 +4,7 @@ using TMPro; using Yarn.Unity; using NightclubArcadia.Dialogue; using NightclubArcadia.UI; +using NightclubArcadia.Core; /// /// Drop this on a sphere primitive to use it as a placeholder NPC: @@ -53,6 +54,10 @@ public class NPCStandIn : MonoBehaviour rend = GetComponent(); rend.material.color = npcColor; + // The dialogue runner lives in the Systems scene, so this reference cannot be + // serialized from a level scene. An Inspector value still wins if one is set. + dialogueRunner = SceneServices.Resolve(dialogueRunner, this, nameof(dialogueRunner)); + mainCam = Camera.main; if (player == null) diff --git a/NightclubArcadia/Assets/Scripts/Player/ClickToMoveController.cs b/NightclubArcadia/Assets/Scripts/Player/ClickToMoveController.cs index 4186e6a..4e177ad 100644 --- a/NightclubArcadia/Assets/Scripts/Player/ClickToMoveController.cs +++ b/NightclubArcadia/Assets/Scripts/Player/ClickToMoveController.cs @@ -111,6 +111,12 @@ namespace NightclubArcadia.Player return false; } + if (!agent.isOnNavMesh) + { + pendingInteractable = null; + return false; + } + agent.stoppingDistance = 0.15f; agent.isStopped = false; agent.SetDestination(hit.position); @@ -136,6 +142,12 @@ namespace NightclubArcadia.Player return false; } + if (!agent.isOnNavMesh) + { + pendingInteractable = null; + return false; + } + agent.stoppingDistance = Mathf.Max(0.15f, interactable.ApproachRadius); agent.isStopped = false; agent.SetDestination(hit.position); @@ -147,7 +159,11 @@ namespace NightclubArcadia.Player public void Cancel() { - if (agent != null) + // isOnNavMesh, not just a null check: the agent lives in the Systems scene + // and the NavMesh is baked into the level, so between those two scenes + // loading there is a window where the agent exists but is not on a mesh. + // ResetPath and isStopped both log an error in that state. + if (agent != null && agent.isOnNavMesh) { agent.ResetPath(); agent.isStopped = true; diff --git a/NightclubArcadia/Assets/Tests/PlayMode.meta b/NightclubArcadia/Assets/Tests/PlayMode.meta new file mode 100644 index 0000000..f99d95a --- /dev/null +++ b/NightclubArcadia/Assets/Tests/PlayMode.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8ce9362d0ce746e3a38ed268d81bd866 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Assets/Tests/PlayMode/BootstrapTests.cs b/NightclubArcadia/Assets/Tests/PlayMode/BootstrapTests.cs new file mode 100644 index 0000000..78c33ac --- /dev/null +++ b/NightclubArcadia/Assets/Tests/PlayMode/BootstrapTests.cs @@ -0,0 +1,121 @@ +using System.Collections; +using System.Linq; +using System.Reflection; +using NUnit.Framework; +using Unity.Cinemachine; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; +using Yarn.Unity; + +namespace NightclubArcadia.PlayMode.Tests +{ + /// + /// Proves the scene split actually comes up. + /// + /// Splitting Systems out of the level nulled seven serialized references that + /// Unity cannot carry across a scene boundary — the two NPCs' dialogue runner, UI + /// and player fields, and the reveal camera's tracking target. Each is supposed to + /// be resolved at runtime instead. An EditMode test cannot see any of that, because + /// none of it has run. This can. + /// + /// If this suite fails, the game does not start. Treat it that way. + /// + /// Two checks reach their types by name through reflection rather than referencing + /// them. NPCStandIn and NightclubArcadia.Cinematics live in Assembly-CSharp, and an + /// assembly-definition test assembly cannot reference the predefined assemblies — + /// only the other way round. Giving the runtime code its own asmdefs + /// (docs/restructure-plan.md Phase 4.1) removes the need for this; until then the + /// reflection is the accommodation, and it is confined to these two tests. + /// + public class BootstrapTests + { + const string Bootstrap = "Bootstrap"; + const string Systems = "Systems"; + const string Level = "SC101_ConferenceHall"; + + [UnitySetUp] + public IEnumerator LoadFromBootstrap() + { + yield return SceneManager.LoadSceneAsync(Bootstrap, LoadSceneMode.Single); + + // GameBootstrap loads the other two additively over a few frames. + var deadline = Time.realtimeSinceStartup + 20f; + while (Time.realtimeSinceStartup < deadline) + { + if (SceneManager.GetSceneByName(Systems).isLoaded && + SceneManager.GetSceneByName(Level).isLoaded) + { + break; + } + yield return null; + } + + // let Awake/Start run on everything that just loaded + for (var i = 0; i < 5; i++) + { + yield return null; + } + } + + [Test] + public void Bootstrap_LoadsSystemsAndLevel() + { + Assert.IsTrue(SceneManager.GetSceneByName(Systems).isLoaded, "Systems scene did not load"); + Assert.IsTrue(SceneManager.GetSceneByName(Level).isLoaded, "Level scene did not load"); + Assert.AreEqual(Level, SceneManager.GetActiveScene().name, + "The level should be the active scene, so new objects and lighting land there"); + } + + [Test] + public void ThePlayerExists_AndIsTagged() + { + var player = GameObject.FindGameObjectWithTag("Player"); + Assert.IsNotNull(player, "No object tagged Player — the reveal camera and the NPCs both need it"); + } + + [Test] + public void TheDialogueRunnerExists() + { + Assert.IsNotNull(Object.FindFirstObjectByType(), + "No DialogueRunner in any loaded scene"); + } + + [Test] + public void EveryNpc_ResolvedItsDialogueRunner() + { + var npcs = Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None) + .Where(m => m != null && m.GetType().Name == "NPCStandIn") + .ToArray(); + Assert.IsNotEmpty(npcs, "Expected NPCs in the level scene"); + + foreach (var npc in npcs) + { + var field = npc.GetType().GetField("dialogueRunner", + BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); + Assert.IsNotNull(field, "NPCStandIn no longer has a dialogueRunner field"); + + Assert.IsNotNull(field.GetValue(npc) as Object, + $"'{npc.name}' did not resolve a DialogueRunner. It lives in the Systems scene, " + + "so the serialized reference is gone and SceneServices.Resolve has to find it."); + } + } + + [Test] + public void RevealCameras_BoundToThePlayer() + { + var bound = Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None) + .Where(cam => cam.GetComponents() + .Any(m => m != null && m.GetType().Name == "CinemachineFollowsPlayer")) + .ToArray(); + Assert.IsNotEmpty(bound, "Expected at least one runtime-bound camera"); + + foreach (var cam in bound) + { + Assert.IsNotNull(cam.Follow, + $"'{cam.name}' never bound its Follow target to the player"); + } + } + + } +} diff --git a/NightclubArcadia/Assets/Tests/PlayMode/BootstrapTests.cs.meta b/NightclubArcadia/Assets/Tests/PlayMode/BootstrapTests.cs.meta new file mode 100644 index 0000000..dda8d8e --- /dev/null +++ b/NightclubArcadia/Assets/Tests/PlayMode/BootstrapTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 49c9ee5b850e40d3aad7b3c8ea2e85c7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/Assets/Tests/PlayMode/NightclubArcadia.PlayMode.Tests.asmdef b/NightclubArcadia/Assets/Tests/PlayMode/NightclubArcadia.PlayMode.Tests.asmdef new file mode 100644 index 0000000..1e78c6d --- /dev/null +++ b/NightclubArcadia/Assets/Tests/PlayMode/NightclubArcadia.PlayMode.Tests.asmdef @@ -0,0 +1,24 @@ +{ + "name": "NightclubArcadia.PlayMode.Tests", + "rootNamespace": "NightclubArcadia.PlayMode.Tests", + "references": [ + "NightclubArcadia.Skills", + "UnityEngine.TestRunner", + "UnityEditor.TestRunner", + "Unity.Cinemachine", + "YarnSpinner.Unity" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": true, + "precompiledReferences": [ + "nunit.framework.dll" + ], + "autoReferenced": false, + "defineConstraints": [ + "UNITY_INCLUDE_TESTS" + ], + "versionDefines": [], + "noEngineReferences": false +} diff --git a/NightclubArcadia/Assets/Tests/PlayMode/NightclubArcadia.PlayMode.Tests.asmdef.meta b/NightclubArcadia/Assets/Tests/PlayMode/NightclubArcadia.PlayMode.Tests.asmdef.meta new file mode 100644 index 0000000..28b2239 --- /dev/null +++ b/NightclubArcadia/Assets/Tests/PlayMode/NightclubArcadia.PlayMode.Tests.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 9fa1e1d710f14f8abd1cc3f1ebd92bd3 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/NightclubArcadia/ProjectSettings/EditorBuildSettings.asset b/NightclubArcadia/ProjectSettings/EditorBuildSettings.asset index ec00d25..081b431 100644 --- a/NightclubArcadia/ProjectSettings/EditorBuildSettings.asset +++ b/NightclubArcadia/ProjectSettings/EditorBuildSettings.asset @@ -5,6 +5,12 @@ EditorBuildSettings: m_ObjectHideFlags: 0 serializedVersion: 2 m_Scenes: + - enabled: 1 + path: Assets/Scenes/Bootstrap.unity + guid: 940e7dc5e84654c9fb808956223fc11e + - enabled: 1 + path: Assets/Scenes/Systems/Systems.unity + guid: c1fc9f8ca900943ce9f61d41d56bc763 - enabled: 1 path: Assets/Scenes/Levels/SC101_ConferenceHall.unity guid: a4910059112fe4675827519a3f55afe5 diff --git a/docs/restructure-plan.md b/docs/restructure-plan.md index a6e729b..66c962f 100644 --- a/docs/restructure-plan.md +++ b/docs/restructure-plan.md @@ -10,7 +10,7 @@ Companion reading: `docs/skill-system-refactor-plan.md`, `docs/candidate-system- --- -## 0. Status — Phases 0 and 2 are complete +## 0. Status — Phases 0, 1, 2 and 3 are complete Executed 2026-08-25. The working tree is clean and tagged `pre-restructure`. @@ -19,47 +19,38 @@ the UI layer, player control setup, the dialogue-vs-menu interaction fix, and th A full pre-flight backup was taken first (`.tar.gz` of the tree excluding `Library/`, `Temp/`, `Logs/`, and build output) plus a separate copy of the scene file. -Phase 2 (the writing pipeline) is also done — see §4. Phases 1, 3, 4 and 5 remain proposal. +Phases 1, 2 and 3 are also done — see §4. Only Phase 4 (code structure) and Phase 5 (replacing the NPC scaffold) remain proposal. -### 0.1 The binary scene — diagnosis corrected +### 0.1 The binary scene — RESOLVED in Phase 3 -The original reading of this was **wrong**, and the correction matters for Phase 3. +This went through two wrong diagnoses before the real one. Recorded in full because the wrong +turns are the instructive part. -The theory was that the scene had been saved during a temporary Force Binary session and merely -needed re-saving. It isn't that. Unity **re-writes this scene as binary even now**, with the -project set to Force Text and `EditorSettings.serializationMode` reporting `ForceText` from the -API. Force Text governs conversion **at the moment the setting changes**, not on every -subsequent save — so a file that entered the project as binary stays binary indefinitely. +**First theory (wrong):** the scene had been saved during a temporary Force Binary session and +merely needed re-saving. -Four approaches were tried headlessly, all failing silently with success return codes: +**Second theory (wrong, but closer):** Force Text only converts at the moment the setting +changes, so a file that entered binary stays binary — and the fix is therefore an Editor-UI +toggle. Four headless approaches were tried and all failed silently with success return codes: +`ForceReserializeAssets` does not rewrite scenes; `MarkSceneDirty` + `SaveScene` writes nothing +in batch mode; `SaveScene` to a *new* path reproduces binary; re-assigning `serializationMode` +triggers no reserialize pass. -| Approach | Result | -|---|---| -| `AssetDatabase.ForceReserializeAssets(scenePath)` | Opens and imports the scene; does not rewrite scene files at all | -| `OpenScene` + `MarkSceneDirty` + `SaveScene(samePath)` | Returns `true`, writes nothing — `MarkSceneDirty` does not take in batch mode | -| `OpenScene` + `SaveScene(newPath)` | Writes a fresh file that is **also binary**, byte-identical in size | -| `serializationMode = Mixed` → `ForceText` | Mode changes as logged; no reserialize pass occurs | +**The actual cause:** the `NavMeshSurface` on the `Navigation` root held its baked `NavMeshData` +*embedded in the scene* rather than as an asset. `NavMeshData` prefers binary serialization, and +a single such object forces the entire scene file to binary no matter what the project setting +says. That is why every attempt to re-save it failed — the file was being written correctly each +time, in the only format its contents allowed. -**The remaining fix is Editor-UI only** and takes about thirty seconds: +Found by bisection: moving the roots one at a time into a fresh scene, thirteen produced text +files and `Navigation` produced a binary one. Extracting the data to +`Scenes/Levels/SC101_ConferenceHall/NavMesh-Navigation.asset` — which is what baking from the +NavMeshSurface inspector produces anyway; the embedded copy was the anomaly — made the scene +serialize as text. No Editor-UI step was required. -> Project Settings ▸ Editor ▸ Asset Serialization → set **Mixed**, let it apply, then set -> **Force Text** again. Changing the value in the dialog is what triggers the reserialize pass. - -Then verify from the terminal — you want `%YAML 1.1`: - -```bash -head -c 20 NightclubArcadia/Assets/Scenes/DialogueTest.unity -``` - -Worth knowing: this will reserialize **every** asset the setting touches, so expect a wide diff. -That is now safe to inspect and revert per-file, because everything is committed. - -The scene itself is healthy — it opens with 14 roots (`Room_101`, `Dialogue System`, -`Skill System`, the three UI canvases, `CinemachineBrain`, `CinemachineCamera`, `Navigation`, -`CameraAnchor`, `CM_Reveal_Room101`, `RevealVolume_Room101`, `Directional Light`, `UI System`). -Its md5 was verified unchanged across every failed attempt. The cost of it staying binary is -that it is **not diffable and not mergeable** — which is an argument for bringing Phase 3's -scene split forward, since the split rebuilds these files anyway. +The scene is now `Assets/Scenes/Levels/SC101_ConferenceHall.unity`, 43KB of YAML, diffable and +mergeable, with the UnityYAMLMerge driver configured (Phase 1). The generalised lesson is +trap 1 in `CLAUDE.md`. ### 0.2 The Unity CLI — finding corrected @@ -393,17 +384,25 @@ Effort marks are rough: **S** ≲1h, **M** a half day, **L** a day or more. 0.4 is the one open item and it does not block Phase 1 or 2. -### Phase 1 — repo hygiene (no Unity changes) +### Phase 1 — repo hygiene ✅ DONE (2026-08-25) -| # | Step | Detail | Effort | -|---|---|---|---| -| 1.1 | Add `.gitattributes` | Unity YAML merge driver for `*.unity` / `*.prefab` / `*.asset`; LFS for `Assets/Art/**` binaries; `* text=auto eol=lf` | S | -| 1.2 | Untrack `tools/YarnCheck/{bin,obj}` | `git rm -r --cached`, add ignore rules | S | -| 1.3 | Remove committed `.DS_Store` files, confirm ignore rule | S | -| 1.4 | Add a `Makefile` or `scripts/` wrapping the `CLAUDE.md` commands | `make test`, `make yarncheck`, `make build` | S | +| # | Step | Status | +|---|---|---| +| 1.1 | `.gitattributes` | done — UnityYAMLMerge driver, LF pinned, binaries marked | +| 1.2 | Untrack `tools/YarnCheck/{bin,obj}` | **no-op** — already ignored, never tracked | +| 1.3 | Remove committed `.DS_Store` | **no-op** — already ignored, never tracked | +| 1.4 | Makefile wrapping the CLAUDE.md commands | done, plus `tools/ci/report_tests.py` | -`.gitattributes` before any restructuring is deliberate — the moment work happens on a branch, -scene merges without a merge driver will corrupt files. +1.2 and 1.3 were wrong in the original plan: both were listed from a filesystem `find`, not from +`git ls-files`. Nothing was ever tracked, and `.gitignore` already covers both. + +Line endings were renormalized in one deliberate pass (74 files, all CRLF→LF, `git diff -w` +empty) rather than left to surface as phantom diffs later. LFS was **not** enabled: the remote is +self-hosted and its LFS support is unverified, and turning the filter on against a server that +lacks it breaks pushing. The rules and the migration step are recorded in `.gitattributes`. + +`make merge-driver` configures UnityYAMLMerge. Note the binary is at `Contents/Helpers/`, not +`Contents/Tools/` as most guides claim — there is no `Tools` directory in Unity 6 on macOS. ### Phase 2 — writing pipeline ✅ DONE (2026-08-25) @@ -441,20 +440,51 @@ scene spec could not honestly certify its own tone field. `writing/STYLE.md` §9 sheet with four fields explicitly unset. Filling them is about half an hour of decisions and it unblocks a check that has been stuck for a while. -### Phase 3 — scene restructure (the risky part) +### Phase 3 — scene restructure ✅ DONE (2026-08-25) -| # | Step | Detail | Effort | -|---|---|---|---| -| 3.1 | Delete template leftovers | `SampleScene.unity`, `Readme.asset`, `TutorialInfo/`; fix `EditorBuildSettings` | S | -| 3.2 | Create `Bootstrap.unity` + `Systems/Systems.unity` | Systems empty at first | M | -| 3.3 | **Copy** `DialogueTest.unity` → `Levels/SC101_ConferenceHall.unity` | Copy, do not move. Keep the original until 3.6. | S | -| 3.4 | Move systems objects out of the level scene into `Systems.unity` | dialogue runner, UI layer, skills, commentary, camera director | L | -| 3.5 | Wire additive loading in `Scripts/Core/` | Bootstrap → Systems → level | M | -| 3.6 | Verify parity, then delete `DialogueTest.unity` | full playthrough of SC-101 vs. pre-migration behaviour | M | -| 3.7 | Retarget `YarnDemoSetup.cs` or retire it | it hardcodes `Assets/Scenes/DialogueTest.unity` | S | +| # | Step | Status | +|---|---|---| +| 3.1 | Delete template leftovers | done — SampleScene, Readme.asset, TutorialInfo | +| 3.2 | Create `Bootstrap` + `Systems/Systems` | done, both text | +| 3.3 | ~~Copy~~ **rebuild** `DialogueTest` → `Levels/SC101_ConferenceHall` | done — see below | +| 3.4 | Move systems objects into `Systems.unity` | done — 10 roots incl. the player | +| 3.5 | Additive loading in `Scripts/Core/` | done — `GameBootstrap`, `SceneServices` | +| 3.6 | Verify parity, delete `DialogueTest.unity` | done — verified by diff, then deleted | +| 3.7 | Retarget `YarnDemoSetup.cs` | done — all four setup menus share `ScenePaths` | -Step 3.4 is where things break. Do it in small commits — one system per commit, playtest between -each. Do **not** batch it. +Validated: EditMode **42/42**, PlayMode **5/5**, YarnCheck 9 files / 35 nodes. + +#### Phase 3 — what changed against the plan + +**The binary scene is fixed, and the cause was not what §0.1 assumed.** The `NavMeshSurface` held +its baked `NavMeshData` *embedded in the scene*. That type prefers binary serialization, and one +such object forces the entire file to binary regardless of Force Text — which is why toggling the +setting, re-saving, and saving to a new path all did nothing. Bisecting the roots one at a time +found it: thirteen saved as text alone, `Navigation` did not. Extracting the data to +`Scenes/Levels/SC101_ConferenceHall/NavMesh-Navigation.asset` — what baking from the inspector +produces anyway — made the scene text. **No Editor-UI step was needed after all.** + +So 3.3 became a *rebuild*, not a copy: saving the binary scene to a new path reproduces binary, so +all 14 roots were moved into a fresh scene instead. Verified roots 14→14, cross-root references +25→25, zero missing scripts, render settings carried across by hand. + +**The player moved to Systems.** It had been parented under `Room_101`, i.e. under level geometry. +It is persistent content, and moving it removes most of the cross-scene breakage by itself. + +**The split nulled exactly seven references**, measured by auditing the pre-split scene from git +and diffing: both NPCs' `dialogueRunner`, `dialogueUI` and `player`, plus the reveal camera's +tracking target. A first, naive audit reported 210 — those turned out to be pre-existing Unity +defaults (`Image.m_Material` and friends), which is why the before/after baseline mattered. + +**A real bug surfaced, and only PlayMode could see it.** The player's `NavMeshAgent` is in Systems +while the NavMesh is baked into the level, so during load the agent exists off-mesh and +`ResetPath` logs an error. `ClickToMoveController` now guards on `agent.isOnNavMesh`. This is +exactly the class of failure an EditMode suite cannot reach, and it is the argument for having +written `BootstrapTests` rather than eyeballing the scene. + +**Phase 4.2 came early.** `Assets/Tests/PlayMode` now exists. Two of its checks use reflection, +because an asmdef assembly cannot reference `Assembly-CSharp` where `NPCStandIn` and the +`Cinematics` namespace live — Phase 4.1 (per-area asmdefs) is what removes that. ### Phase 4 — code structure