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 <[email protected]>
DialogueInteractable, DialogueTransitionController, and DialogueUIVisibility are
reworked against the new UI layer: visibility is driven by UIStateController
rather than each component toggling canvases itself, which removes the
duplicated show/hide logic the two had accumulated.
NPCStandIn now ignores the interact button while UIStateController reports a
menu open, so pressing interact through an open panel no longer starts a
conversation behind it.
The yarnproject change is graph-editor node positions only.
Co-Authored-By: Claude Opus 5 <[email protected]>
Runtime UI under Scripts/UI: a UIStateController owning menu/dialogue state, a
PlayerControlLock so opening a panel suppresses world input, panel visibility
helpers, and the menu input binding.
Views: the dialogue stream presenter and its options presenter and message row,
the portrait HUD, and the player menu with character, journal, and tab-bar
views. Skills gains SkillsPanelView and SkillRowView, which is why the Skills
asmdef now references UnityEngine.UI.
Prefabs/UI holds the authored canvases (dialogue stream, HUD, player menu) and
their rows. UILayerBootstrap remains a hand-added runtime fallback for scenes
where those prefabs are not instantiated; it deliberately does not auto-spawn.
Editor/UILayerSetup.cs is the one-shot menu that builds and wires those prefabs
into a scene, with UILayerSetupAutoRun reminding after a script reload.
Art/UI/Placeholder carries the placeholder portrait the HUD falls back to.
Co-Authored-By: Claude Opus 5 <[email protected]>
Camera: Cinemachine-based rig with an anchor, a state director, point-of-
interest framing, pan input, and dialogue framing volumes.
Player: click-to-move over the NavMesh, a pointer input layer, and a motion
arbiter that reconciles direct stick input with navigation-driven movement.
The pure math is isolated in NightclubArcadia.Locomotion.Math with an EditMode
suite, so the arbitration rules are testable without a scene.
Interaction: IClickInteractable plus a bridge that routes pointer clicks to it.
Supporting project settings: adds the Cinemachine package, the Interactable and
Ground tags the raycasts depend on, and NavMesh agent dimensions matched to the
player capsule (radius 0.3, height 1.8, climb 0.25).
Co-Authored-By: Claude Opus 5 <[email protected]>