NPCStandIn was written to be dropped on a sphere and carried its identity in
per-instance public fields. The cost of that showed up in the scene itself: of
the two spheres, one was the Bartender and the other was named "Bartender (1)"
in the hierarchy while being configured as the Chair — data changed, name never
was. Nothing outside the scene could see what existed, and two copies could
disagree.
Identity now lives in an InteractableDefinition asset and the scene only places
a prefab. The migration matched the old objects by yarn node rather than by
name, which is the only reason the chair ended up as the chair.
InteractableDefinition rather than the planned "character definition": it covers
a character and a talkable object equally, so Bartender.prefab sits under
Prefabs/Characters and Chair.prefab under Prefabs/Interactables.
Three components collapse into one. DialogueInteractable was in no scene at all
— a dead trigger-zone variant of the same idea. ClickInteractableBridge existed
only to adapt NPCStandIn without modifying it, a constraint that died with
NPCStandIn; DialogueInteractor implements IClickInteractable itself. The parts
worth keeping were lifted out rather than discarded: WorldSpaceLabel and
InteractionPrompt are now normal components on prefab children, so a label can
be seen and positioned in the Editor instead of existing only at runtime.
InputDeviceTracker moved into NightclubArcadia.Core and gained a namespace,
leaving no global-namespace runtime types.
Characters get the same pipeline as Skills and Candidates:
Assets/Characters/characters.json is the source of truth, CharacterSetup
regenerates the definition assets on script reload and removes orphans. Adding
an NPC is a JSON entry plus a prefab — no code, and no Unity for the data half.
Phase 5.4 deletes the one-shot builders rather than disabling them. UILayerSetup,
PlayerControlSetup, UILayerSetupAutoRun and YarnDemoSetup assumed the
single-scene layout, had already destroyed a level scene and turned Systems
binary once each, and after NPCStandIn went they no longer compiled. The prefabs
they used to generate are authored and committed; the wiring knowledge is in
those prefabs and in git history. The asset generators — Skill, Candidate,
Character — are untouched and still work.
EditMode 42/42, PlayMode 7/7, YarnCheck 9 files / 35 nodes. All three scenes
still text.
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]>
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]>