The scenes were never destroyed. Pressing Play with only Bootstrap open means GameBootstrap loads Systems and the level at runtime, and Unity discards runtime-loaded scenes when Play ends, restoring whatever the Editor had open — Bootstrap alone. The Hierarchy comes back nearly empty. Every scene file was byte-identical to HEAD throughout, still text. Tools > Nightclub Arcadia > Open Game Scenes opens all three with the level active, which is the authoring setup. With them already open, GameBootstrap's LoadIfNeeded skips them and they survive Play. GameSceneWorkflow also captures the scene setup before Play and restores it afterwards as a safety net, skipping the restore when Unity already got it right and ignoring scenes deleted meanwhile — an exception in that callback would leave the Editor in a worse state than the problem it fixes. Toggleable under the same menu. Also fixes `make lock`, which had a self-matching bug since Phase 1: `pgrep -f` on the full binary path matched the very shell running the check, because the pattern appears in its own command line. It reported the Editor as running when nothing was, and would have blocked every make test/build once anything else matched. Now `pgrep -x Unity`, which matches the process name and cannot match the shell. EditMode 42/42, PlayMode 6/6, YarnCheck 9 files / 35 nodes. Co-Authored-By: Claude Opus 5 <[email protected]>
12 lines
243 B
Plaintext
12 lines
243 B
Plaintext
fileFormatVersion: 2
|
|
guid: 0e05a1f05ef74ff7a53f6e24ab37e51e
|
|
MonoImporter:
|
|
externalObjects: {}
|
|
serializedVersion: 2
|
|
defaultReferences: []
|
|
executionOrder: 0
|
|
icon: {instanceID: 0}
|
|
userData:
|
|
assetBundleName:
|
|
assetBundleVariant:
|