Fixes the "no Yarn Project has been configured" error coming back after running
the setup menus.
Last commit fixed the wrong layer. Retargeting YarnDemoSetup at a sandbox
stopped it destroying the level, but left the deeper problem: all of these
builders assume the single-scene layout, and after the split there is no target
path that makes them correct.
Two failures, both observed rather than reasoned about. Running the Yarn setup
left a generated scene open whose DialogueRunner had no project and auto-started
— that is the error the user kept seeing, coming from Dev/YarnSandbox.unity, not
from Systems. And retargeting the other three at Systems made PlayerControlSetup
pull navigation in with it; the baked NavMeshData is embedded rather than an
asset, so Systems.unity silently turned binary, 61KB text to 109KB binary. That
is trap 1 recurring on a scene that had just been fixed.
So the three scene builders now return early through LegacySceneSetup.Blocked,
with a message saying what they would have done and what to do instead. They are
not deleted: UILayerSetup alone is 818 lines that still record how the UI layer
is wired, and that record matters until prefabs replace it in Phase 5.
Set Up Skill System keeps its useful half. It regenerates the SkillDefinition
assets from JSON, which touches no scene; only the WireWorkingLevelScene call is
dropped, because those objects already exist in Systems.unity. Set Up Candidate
System was always asset-only and is untouched.
While diagnosing, YarnDemoSetup's own bug was found and fixed even though the
menu is now blocked: it set yarnProject through a SerializedObject on a prefab
instance without recording the override, so the assignment was dropped on save.
It now records the modification and refuses to save a scene whose runner has no
project.
Verified by running all five menus headlessly: the two asset generators run and
produce no diff, the three builders refuse, and no scene or asset changes.
Systems.unity restored to text, the level scene intact at 5 roots.
EditMode 42/42, PlayMode 6/6, YarnCheck 9 files / 35 nodes.
Co-Authored-By: Claude Opus 5 <[email protected]>
Fixes "Can't start dialogue: no Yarn Project has been configured."
Cause, and it was mine. Phase 3.7 said "retarget YarnDemoSetup.cs or retire it";
I retargeted it. But that menu does not modify a scene — it builds one from
scratch and calls SaveScene over its target. Pointing it at
SC101_ConferenceHall.unity armed it at the real level, and running it replaced
the scene with a bare Yarn demo: ten of fourteen roots gone, including the
player, the lighting and the navmesh. The leftover Dialogue System prefab
instance it left behind had no yarnProject override, auto-started, and produced
the error.
The scene was committed, so nothing was lost; it is restored from HEAD at 14
roots with its sun reference intact.
The menu now targets Assets/Scenes/Dev/YarnSandbox.unity and refuses to run if
its target is not under Scenes/Dev, via ScenePaths.IsDisposable. It is renamed
to "Set Up Yarn Sandbox Scene" so the menu says what it does. The other three
setup menus open and modify their target rather than regenerating it, so they
were never affected and are unchanged.
The test suite could not have caught this, because it asserted only that a
DialogueRunner existed. TheDialogueRunner_HasItsYarnProject now asserts there is
exactly one runner across the loaded scenes and that its project is set and
compiled — which reproduces the failure exactly when the scene is broken.
Also here: four UI prefabs pick up m_EditorClassIdentifier changes from
Assembly-CSharp to NightclubArcadia.Game, written by Unity after the assembly
split in the previous commit. Expected and correct.
EditMode 42/42, PlayMode 6/6, YarnCheck 9 files / 35 nodes.
Co-Authored-By: Claude Opus 5 <[email protected]>
No project code is in Assembly-CSharp any more. Five assemblies: Core (no
dependencies), Locomotion.Math, Skills, Game (everything else under Scripts),
and StarterAssets.
Game is one assembly rather than one per area, which is what the plan assumed.
Measuring the dependency graph first found three cycles, all through UI —
CharacterPanelView reaches into Dialogue, PlayerControlLock into Player, and
UILayerBootstrap into Cinematics — plus two edges a using-scan cannot see,
because NPCStandIn is in the global namespace. Assemblies cannot be circular, so
splitting further means relocating those three files. That is a code-movement
task, not an asmdef task, and nothing needs it yet.
StarterAssets had to get an assembly of its own. It had none, so it lived in
Assembly-CSharp, and an asmdef assembly cannot reference the predefined
assemblies — four runtime files use it, and all four would have stopped
compiling.
The payoff is immediate: BootstrapTests no longer needs reflection to reach
NPCStandIn and CinemachineFollowsPlayer, which is exactly why Phase 3 wanted
this.
Assets/Editor/PlayerBuild.cs is the headless build entry point. It reads the
enabled scenes, asserts Bootstrap is scene 0 because the player opens scene 0 on
launch, honours the -buildOutput the CLI forwards from -o, and calls
EditorApplication.Exit(1) on anything short of Succeeded — without which Unity
exits 0 on a build that produced nothing and CI goes green on it. Verified end to
end: a 172MB .app in about two minutes.
Two renames, both different from what the plan described. DialougueSkillComparison.cs
contains a class called SkillFunctions — the filename never matched the type, so
it is now SkillFunctions.cs. The two .yarn files with spaces in their names lost
the spaces rather than becoming kebab-case, which would have made them
inconsistent with Bartender.yarn and SC101.yarn; spaces were the actual problem.
Both renames preserved their .meta GUIDs, and the yarnproject graph keys and the
two character sheets were updated.
EditMode 42/42, PlayMode 5/5, YarnCheck 9 files / 35 nodes, make build green.
Co-Authored-By: Claude Opus 5 <[email protected]>
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]>
Editor/PlayerControlSetup.cs is the one-shot menu that assembles the playable
player: the armature, the Cinemachine rig, the NavMesh agent, and the pointer
input wiring, so a scene can be brought up to a controllable state repeatably
rather than by hand.
StarterAssets input actions gain the pointer and interaction bindings the new
locomotion and interaction layers read, and PlayerArmature is updated to match.
ThirdPersonController blends the animator toward target speed scaled by input
magnitude. Previously a partial stick deflection or a click-to-move arrival
played a slowed run clip via MotionSpeed alone; scaling the blend makes those
use the walk cycle instead.
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]>