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]>
34 KiB
Restructure Plan — writer-facing content pipeline + migration off the test scaffold
Status: proposal, not executed. Nothing in this document has been applied to the
repository. Two files were written as part of producing it — CLAUDE.md and AGENTS.md
at the repo root — because they were requested as deliverables. No asset, script, scene
or setting was moved, renamed or altered.
Companion reading: docs/skill-system-refactor-plan.md, docs/candidate-system-plan.md,
docs/candidate-system-implementation-plan.md.
0. Status — Phases 0, 1, 2 and 3 are complete
Executed 2026-08-25. The working tree is clean and tagged pre-restructure.
All previously uncommitted work is now in git across five commits: camera/locomotion/interaction,
the UI layer, player control setup, the dialogue-vs-menu interaction fix, and the scene itself.
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.
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 — RESOLVED in Phase 3
This went through two wrong diagnoses before the real one. Recorded in full because the wrong turns are the instructive part.
First theory (wrong): the scene had been saved during a temporary Force Binary session and merely needed re-saving.
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.
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.
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.
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
The initial survey reported the standalone unity CLI as not installed and lacking build/test
commands. It is installed, at /Users/lennart/.unity/bin/unity (v1.0.0-beta.6), and it has
both build and test, plus run, open, and editor management. The original check failed
because the binary is not on PATH for non-interactive shells — unity doctor flags this
itself as check.binary-on-path warn.
It is the better tool for CI work than raw -batchmode: unity test handles NUnit and
JUnit reports, --retries with flaky detection, --rerun-failed, and --shard N/M. See
CLAUDE.md §3 for the full command set and the gotchas (unity run reserves -batchmode,
-nographics, -quit and -logFile; its output goes to Logs/Editor.log, not stdout).
1. What the survey actually found
The brief described a proof-of-concept where dialogue is authored inside the Editor. That is not what is in the repository. The state is considerably more advanced, and that changes what the work is.
1.1 Already correct — do not "fix" these
| Thing | State |
|---|---|
| Dialogue is already plain text | 679 lines across 9 .yarn files under Assets/Dialogue/{Scenes,Characters,Objects}/. No Editor authoring anywhere. |
The .yarnproject glob |
**/*.yarn. A new scene or character file is picked up with zero registration. Nothing to build here. |
| A JSON → ScriptableObject codegen pipeline exists | skill_bible.json and candidates.json are the source of truth; Assets/Editor/SkillSystemSetup.cs and CandidateSystemSetup.cs regenerate the .asset files. This is exactly the right pattern and it is already load-bearing. |
| A headless Yarn validator exists | tools/YarnCheck compiles and plays Yarn against the game's own Yarn Spinner DLLs, no Unity needed. |
| A real EditMode suite exists | ~870 LOC / 7 files, including CandidateYarnLintTests, which lints Yarn source against the candidate registry. |
| Variable discipline exists | Common.yarn declares everything project-wide so typos are compile errors. |
1.2 The real gap for a Cowork writer
It is not the .yarn files. It is three things:
-
The writing handbook does not exist as a file.
SC101.yarncites a "cap introductions at three voices" rule anddocs/candidate-system-implementation-plan.mdsays outright that the handbook is not in this repo. So the rules a writer must follow are partly in someone's head, partly scattered across code comments. A Cowork session cannot read a handbook that isn't checked in — which is precisely the "re-explaining the world each time" problem. -
The best character material is trapped inside JSON string fields.
skill_bible.jsonholds, per skill, anotesfield containing an entire embedded prose sheet — domain, what it wants for you, what it's wrong about, register, verbal tics, SUCCESS/FAILURE/PASSIVE voice samples, firing frequency, forbidden domains. It is excellent writing. It is stored as a single\n-escaped string in a machine file. A writer cannot comfortably read or revise it, and every edit risks breaking the JSON. -
NPC characters have no sheets at all. The Bartender, Bradford Kane and Chevalier Cassian Thal exist only as their
.yarnlines. There is no record of who they are, what they know, or how they speak.
1.3 Scaffold vs. load-bearing
| Verdict | Items |
|---|---|
| Load-bearing | Scripts/Skills/** (25 files, asmdef'd), Scripts/UI/** (13 files, ~1660 LOC), Scripts/Camera/** (7 files, ~727 LOC), Scripts/Player/** (5 files, ~654 LOC + Locomotion.Math asmdef), Scripts/Interaction/**, Scripts/Dialogue/**, Assets/Dialogue/**, Assets/Skills/**, Assets/Candidates/**, Assets/Prefabs/UI/**, Assets/Tests/**, tools/YarnCheck |
| Scaffold — replace | NPCStandIn.cs (global namespace, sphere-primitive placeholder, hardwired [F] prompt, "drop this on a sphere" in its own docstring), Assets/Editor/YarnDemoSetup.cs (targets DialogueTest.unity by literal path), Assets/Scenes/DialogueTest.unity itself |
| Scaffold — keep for now | Assets/Editor/UILayerSetup.cs (818 lines), PlayerControlSetup.cs (316), UILayerSetupAutoRun.cs. These are one-shot scene/prefab builders. They are how the scene got wired and they still work; retiring them is a later step, not this one. |
| Template leftovers — delete | Assets/Scenes/SampleScene.unity, Assets/Readme.asset, Assets/TutorialInfo/ |
| Should not be committed | tools/YarnCheck/bin/, tools/YarnCheck/obj/, .DS_Store files |
1.4 Infrastructure gaps
- No
.gitattributes. No Unity YAML merge driver, no LFS rule forAssets/Art/. Scene and prefab merges will conflict destructively the first time work happens on two branches. - asmdef coverage is partial. Only
SkillsandLocomotion.Math. Camera, Player, UI, Dialogue, NPCs and Interaction all land inAssembly-CSharp, so every C# edit recompiles everything. - No PlayMode tests.
Assets/Tests/is EditMode only. - No build entry point. No
-executeMethodbuild script;EditorBuildSettingslistsSampleSceneandDialogueTest. - Single branch, no remote work in flight.
mainonly,origin/mainin sync.
2. Part 1 — externalizing dialogue and character writing
2.1 The principle
Prose lives in markdown. Machine-readable structure lives in JSON. Playable content lives in
.yarn. Nothing that a writer needs to read is stored as an escaped string inside a data file.
The existing JSON-is-source-of-truth pattern is kept and extended — not replaced. What changes is that the prose half moves out of the JSON into markdown with frontmatter, and the JSON keeps only the fields code actually reads.
2.2 Proposed structure
A new top-level writing/ directory at the repo root, deliberately outside Assets/:
writing/ ← the Cowork working directory
├── README.md # "start here" for a writing session
├── STYLE.md # the missing writing handbook, finally checked in
├── GLOSSARY.md # world terms, factions, place names, in-fiction jargon
├── YARN-PRIMER.md # the ~1 page of Yarn syntax a writer needs
├── characters/
│ ├── _TEMPLATE.md
│ ├── bartender.md
│ ├── bradford-kane.md
│ └── chevalier-cassian-thal.md
├── voices/ # the eleven skills, as readable sheets
│ ├── _TEMPLATE.md
│ ├── provenance.md
│ ├── confluence.md
│ └── … (facework, the-float, room-tone, amnesty, house-pour,
│ long-shift, placement, standing-order, undisclosed)
├── scenes/
│ ├── _TEMPLATE.md
│ ├── sc101-the-card-at-the-desk.md # brief, beats, tone — NOT the dialogue
│ └── sc102-….md
└── lore/
├── candidates.md # the three readings, in prose
└── world.md # the club, the conference, the night
Playable dialogue stays exactly where it is, in NightclubArcadia/Assets/Dialogue/. Do not
move the .yarn files. They are already correct, Unity's importer watches that path, and the
.meta files there carry GUIDs that scene references depend on.
So the writer's day looks like: read writing/, write .yarn. Two directories, no Unity.
Why root and not Assets/writing/: anything under Assets/ gets a .meta file, gets
imported, and shows up in the Unity project window. Markdown notes should not be Unity assets.
Root-level also means a Cowork session can be pointed at writing/ alone.
2.3 File format: markdown + YAML frontmatter
Frontmatter carries the few fields a script may want to check; the body is unconstrained prose.
writing/characters/_TEMPLATE.md:
---
id: bartender # matches the Yarn speaker name, lowercased/kebabed
name: The Bartender # exact string used as the Yarn speaker prefix
yarn_file: Assets/Dialogue/Characters/Bartender.yarn
status: authored # planned | drafted | authored
scenes: [SC101]
knows: [doss, the-estate-drink]
---
## Who they are
One paragraph. What they want tonight.
## How they speak
Register, sentence length, contractions, what they never say.
## What they know
Bullet list. For each: does the player learn it, under what condition, and which
`$flag` records it.
## What they must never do
The negative constraints. Usually more useful than the positive ones.
## Sample lines
Three to five. Not for shipping — for calibration.
writing/voices/_TEMPLATE.md mirrors the structure already present in
skill_bible.json's notes field, promoted to real headings — domain, what it wants for
you, what it's wrong about, how it addresses you, register, verbal tics, what it never
does, opposed/allied, SUCCESS / FAILURE / PASSIVE voice, firing frequency, forbidden domains.
That structure was already good; it just needs to be readable.
writing/scenes/_TEMPLATE.md carries the brief and the beat list, plus the constraints that
are currently buried in .yarn header comments — the evidence-balance rule, the beat order, the
passive-pattern rule, any deliberate exception. SC101.yarn's 25-line header comment is the
model; it should live here and be referenced from the .yarn file, not duplicated.
2.4 Migrating the Skill Bible without losing the JSON pipeline
skill_bible.json currently holds both machine fields (axis, opposedTo, alliedWith,
targetFiringsPerHour, accentColor, startingRank, primaryChannel, clueYield) and the
prose blob (notes, plus a duplicated domain).
Proposed split, once:
- Write a one-shot script that reads
skill_bible.jsonand emitswriting/voices/<id>.md— frontmatter from the machine fields, body from the parsednotes. SkillDefinition.notesstays in the C# type and keeps rendering wherever it renders. The generator that produces it now reads the markdown body instead of the JSON string.skill_bible.jsonremains the machine source. Either it keeps anotesfield regenerated from the markdown, orSkillSystemSetup.cslearns to readwriting/voices/*.mddirectly.
Recommendation: the first. writing/voices/*.md is the human source; a small script folds
prose back into skill_bible.json; SkillSystemSetup.cs is untouched. That keeps the existing,
tested Editor pipeline unchanged and confines the new machinery to one script — which matters
because SkillRosterTests asserts against the generated assets.
The direction of truth must be written down and never ambiguous:
writing/voices/*.md ──(sync script)──▶ skill_bible.json ──(SkillSystemSetup)──▶ *.asset
human writes here machine mirror build output
An EditMode test should assert the mirror is in sync, so a JSON hand-edit fails CI instead of silently winning.
2.5 The flow back into Unity
| Change | What the writer does | Sync step | Verify |
|---|---|---|---|
| New/edited dialogue line, branch, node | edit .yarn, save |
none — importer picks it up | dotnet run YarnCheck |
New scene or character .yarn file |
create file under Assets/Dialogue/ |
none — **/*.yarn glob |
YarnCheck |
| New variable | add <<declare>> to Common.yarn |
none | YarnCheck |
| Voice prose | edit writing/voices/*.md |
run sync script → JSON | EditMode tests |
| Character sheet, scene brief, lore, style | edit writing/*.md |
none — docs only | — |
| Candidate/clue status, new clue id | edit candidates.json |
Editor menu or script reload | CandidateYarnLintTests |
The everyday writing loop has no manual sync step at all. That is the design goal and it is
already met for .yarn; the work is to reach the same property for character and voice material.
2.6 Validation a writer can run alone
cd tools/YarnCheck
dotnet run -- ../../NightclubArcadia/Assets/Dialogue # does it compile?
dotnet run -- ../../NightclubArcadia/Assets/Dialogue Bartender_Talk 2 2 0 0 # does it play?
Requires only the .NET 9 SDK — no Unity, no license, no Editor lock. This should be the first
thing writing/README.md tells a new session to run, and the last thing it tells them to run
before handing work back.
Caveat that must be stated plainly in the README, because it will otherwise cause confusion:
YarnCheck stubs <<check>>, so $check_result is always false and every check-gated branch
shows its failure side. A writer seeing only failure prose has not found a bug.
2.7 Scope boundary
Writer-owned: writing/**, Assets/Dialogue/**/*.yarn, prose fields in the two JSON files.
Code-owned: all C#, all .asset / .prefab / .unity / .meta, all ProjectSettings/,
and the implementation of any Yarn command or function.
A writer needing a new Yarn command is a request to engineering, not a task they can complete — and that is the only such boundary. Everything else about writing a scene must be self-serve.
3. Part 2 — target project structure
3.1 Scenes
The current model — one scene holding everything — is what makes DialogueTest.unity both
irreplaceable and unmergeable. The target is additive scene loading, which is also the standard
answer to Unity scene merge conflicts.
Assets/Scenes/
├── Bootstrap.unity # entry point. Systems only, no geometry. First in build list.
├── Systems/
│ └── Systems.unity # DialogueRunner, UIStateController, PlayerSkills, Commentary,
│ # camera director. Loaded additively by Bootstrap, never unloaded.
├── Levels/
│ └── SC101_ConferenceHall.unity # geometry, lights, nav mesh, NPC + interactable placement
└── Dev/
└── Sandbox.unity # scratch scene, explicitly disposable
Bootstrap loads Systems then the requested level. The payoff is direct: two people (or a
person and an agent) can edit level content and systems wiring without touching the same file,
and a corrupted level scene no longer takes the systems layer with it.
DialogueTest.unity becomes Levels/SC101_ConferenceHall.unity — renamed and split, not
rebuilt. Its contents are the asset; only its scope changes.
3.2 Folders
Mostly already right. The deltas:
Assets/
├── Art/ ← exists (placeholder portrait). Add Environment/, Characters/, VFX/
├── Audio/ ← new: Music/, SFX/, VO/
├── Dialogue/ ← unchanged. Do not move.
├── Candidates/ Skills/ ← unchanged (JSON + generated assets)
├── Prefabs/
│ ├── UI/ ← exists
│ ├── Characters/ ← new: real NPC prefabs, replacing sphere stand-ins
│ ├── Interactables/ ← new: chair, door, object interactables
│ └── Systems/ ← new: Bootstrap/Systems prefabs
├── Scenes/ ← per §3.1
├── Scripts/
│ ├── Core/ ← new: bootstrap, scene loading, save/load, service locator
│ ├── Camera/ Player/ Interaction/ Dialogue/ UI/ Skills/ ← unchanged
│ └── NPCs/ ← NPCStandIn replaced by a real NPC component (§4, step 6)
├── Settings/ ← unchanged (URP)
└── Tests/
├── EditMode/ ← unchanged
└── PlayMode/ ← new
3.3 Conventions
- Scenes:
PascalCase. Levels prefixed with their scene id —SC101_ConferenceHall. - Prefabs:
PascalCase, no_Prefabsuffix. Variants suffixed_Variant. - Scripts: one public type per file, filename = type name. Namespace
NightclubArcadia.<Area>, matching the folder. No global-namespace runtime types. - Yarn nodes: the existing conventions hold and are already consistent —
<Character>_Talk,SC###_Hook_<Subject>,Commentary_<Context>_<skill_id>. - Yarn variables: the families in
CLAUDE.md§4.2. These are lint-enforced; treat them as API. - asmdefs: one per top-level
Scripts/area, namedNightclubArcadia.<Area>. .yarnfilenames may contain spaces (Bradford Kane.yarn) — the glob handles it, but every shell command touching them needs quoting. Worth normalising to kebab-case during a rename batch; low priority.
4. The migration plan
Incremental, ordered, each step independently committable and revertible. Steps 0–2 are the safety work and should happen before anything is moved.
Effort marks are rough: S ≲1h, M a half day, L a day or more.
Phase 0 — checkpoint ✅ DONE (2026-08-25)
| # | Step | Status |
|---|---|---|
| 0.1 | Close the Unity Editor | done |
| 0.2 | Full backup of the tree + separate copy of the scene | done |
| 0.3 | Commit all uncommitted work in logical slices (§5) | done — 5 commits |
| 0.4 | Convert DialogueTest.unity to text |
blocked — Editor-UI only, see §0.1 |
| 0.5 | Tag pre-restructure (on a green tree, 39/39) |
done |
| 0.6 | Push main and the tag to origin |
done |
0.4 is the one open item and it does not block Phase 1 or 2.
Phase 1 — repo hygiene ✅ DONE (2026-08-25)
| # | 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 |
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)
| # | Step | Status |
|---|---|---|
| 2.1 | writing/ skeleton + templates |
done |
| 2.2 | writing/STYLE.md |
done — digested from the vault handbook, not reconstructed (below) |
| 2.3 | Extract skill_bible.json prose → writing/voices/*.md |
done — 11 sheets, lossless round-trip |
| 2.4 | Sync script + EditMode drift test | done — tools/writing/sync_voices.py, VoiceSheetSyncTests |
| 2.5 | Character sheets | done — Bartender, Chevalier Cassian Thal, Bradford Kane |
| 2.6 | README.md + YARN-PRIMER.md |
done, plus GLOSSARY.md and lore/candidates.md |
| 2.7 | SC-101 header rules → scene brief | done — header trimmed to the six rules that bind while editing, rationale moved to the brief |
Validated: EditMode 42/42 (three new), YarnCheck compiles 9 files / 35 nodes, sheets in sync. The drift test was verified to actually fail on drift, not merely to pass.
Phase 2 — what changed against the plan
Two things, both discovered during execution.
The handbook exists. docs/skill-system-refactor-plan.md §2 names it, and it is at
~/Obsidian-Vaults/obsidian-vault/Projects/Active/NightclubArcadia/ — a 874-line
[[Mystery Writing Handbook]], plus [[Character Sheet Handbook]], [[Skill System Draft]],
[[Lorebook]], [[Candidate System — Design Explanation]], scene specs, and [[Ground Truth]].
So §2.2 became a digest with pointers rather than a reconstruction, which is both more
accurate and honest about where the authoring home is. The vault remains that home.
[[Ground Truth]] must never enter this repo. It is the solution document. The premise of
the game is that the protagonist's identity never resolves, and a copy of the answer in a git
history is exactly how that leaks. This is now stated in writing/README.md and CLAUDE.md §4.1.
One thing surfaced that is worth acting on independently: [[000_OpeningSceneTemplate]] records
SC-101's tone check as BLOCKED because the one-page Voice Sheet has never been written — the
scene spec could not honestly certify its own tone field. writing/STYLE.md §9 now holds that
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 ✅ DONE (2026-08-25)
| # | Step | Status |
|---|---|---|
| 3.1 | Delete template leftovers | done — SampleScene, Readme.asset, TutorialInfo |
| 3.2 | Create Bootstrap + Systems/Systems |
done, both text |
| 3.3 | 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 |
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
| # | Step | Detail | Effort |
|---|---|---|---|
| 4.1 | Add asmdefs per area | Camera, Player, Interaction, Dialogue, UI, NPCs, Core | M |
| 4.2 | Add Assets/Tests/PlayMode/ + asmdef |
first test: bootstrap loads and reaches playable state | M |
| 4.3 | Add Assets/Editor/BuildPipeline.cs |
-executeMethod entry, EditorApplication.Exit(1) on failure (CLAUDE.md §3.4) |
M |
| 4.4 | Rename batch | DialougueSkillComparison.cs → DialogueSkillComparison.cs; kebab-case .yarn filenames. Rename in the Unity Editor so .meta GUIDs are preserved. |
S |
Phase 5 — replace the scaffold
| # | Step | Detail | Effort |
|---|---|---|---|
| 5.1 | Design the real NPC component | data-driven from a character definition asset, not public fields on a sphere | M |
| 5.2 | Build Prefabs/Characters/ prefabs |
one per named character | M |
| 5.3 | Migrate scene NPCs off NPCStandIn, delete it |
proximity prompt + label logic is worth keeping — extract, don't discard | M |
| 5.4 | Retire the Assets/Editor/*Setup.cs one-shot builders |
only once prefabs are authored and committed; UILayerSetup.cs alone is 818 lines of accumulated wiring knowledge |
L |
4.6 Keep / relocate / replace, at a glance
| Verdict | Items |
|---|---|
| Keep as-is | Assets/Dialogue/**, Assets/Skills/**, Assets/Candidates/**, Scripts/Skills/**, Scripts/UI/**, Scripts/Camera/**, Scripts/Player/**, Scripts/Interaction/**, Scripts/Dialogue/**, Assets/Tests/EditMode/**, Assets/Prefabs/UI/**, tools/YarnCheck, Assets/Settings/** |
| Rename / relocate | DialogueTest.unity → Levels/SC101_ConferenceHall.unity (+ split); skill_bible.json prose → writing/voices/*.md; SC101.yarn header rules → writing/scenes/; DialougueSkillComparison.cs spelling; .yarn filenames with spaces |
| Replace | NPCStandIn.cs → real NPC component + prefabs; YarnDemoSetup.cs → retargeted or retired; single-scene model → Bootstrap/Systems/Level |
| Delete | SampleScene.unity, Readme.asset, TutorialInfo/, committed bin/ obj/ .DS_Store |
| Add | .gitattributes, writing/**, Scripts/Core/**, Tests/PlayMode/**, Editor/BuildPipeline.cs, per-area asmdefs, Assets/Audio/ |
5. Checkpointing — what was done
Roughly 3,100 lines of C# across untracked directories, 291 changed lines in tracked scripts, 5 UI prefabs and the scene were uncommitted. All of it is now in git.
Order used, which differs from the original draft on one point: the safe text work was
committed before any Unity run, so that a headless Editor invocation could not endanger it.
That turned out to matter — four Unity runs followed, one ending in a SIGILL on teardown.
- Verified the Editor was closed and no lockfile was held.
- Took a full backup: a
.tar.gzof the tree excludingLibrary/,Temp/,Logs/and build output, plus a separate copy of the scene file. - Committed in five slices, in dependency order:
| Commit | Contents |
|---|---|
add camera rig, click-to-move locomotion, and click interaction |
Scripts/{Camera,Player,Interaction}, locomotion math tests, Cinemachine package, Interactable/Ground tags, NavMesh agent dimensions |
add UI layer: dialogue stream, HUD, player menu, and skills panel |
Scripts/UI, Skills UI views + asmdef reference, Prefabs/UI, placeholder art, UILayerSetup |
wire player control setup and tune the third-person controller |
PlayerControlSetup.cs, StarterAssets input/armature/controller |
suppress world interaction while a menu panel is open |
Scripts/Dialogue, Scripts/NPCs, yarnproject graph positions |
check in the DialogueTest scene and add it to the build settings |
the scene (binary, deliberately) + EditorBuildSettings |
- Attempted the binary→text conversion four ways; all failed (§0.1). Committed the scene as binary rather than leave it untracked — a valid, intact, opening scene in an awkward format beats days of wiring living only on disk.
- Tagged
pre-restructure.
Slices rather than one lump, because the restructure will want to revert part of this later.
- Fixed two wrong expectations in the locomotion math tests (both test bugs, not production bugs); EditMode is 39/39. Moved the tag onto that green tree and pushed.
Still to do: the Editor-UI serialization fix (§0.1). That is the only open Phase 0 item.
5.1 Residual risks after checkpointing
| Risk | Mitigation |
|---|---|
| Scene re-save produces a text file that differs semantically from the binary one | Play SC-101 end to end before committing; compare against the pre-migration run |
Renaming assets outside Unity orphans .meta GUIDs |
Rename inside the Editor, always |
| Scene merge conflicts once branching starts | .gitattributes merge driver in Phase 1.1, before any branch |
Deleting UILayerSetup.cs too early loses wiring knowledge |
Phase 5.4 is last, and only after prefabs are authored and committed |
| Binary scene state recurs | Verify EditorSettings shows Force Text; add a CI check that *.unity files start with %YAML |
6. Sequencing recommendation
Phase 0 today. It is under an hour and it is the difference between a recoverable project and a lost week.
Then Phase 2, before Phase 3. The writing pipeline touches no Unity asset, cannot break the
game, and is what actually unblocks the stated goal of writing with Cowork. Phase 3 is the risky
work and it does not need to come first. writing/STYLE.md (2.2) is the single highest-value
item in this document — it is the artifact whose absence is currently forcing you to re-explain
the world every session.
Phase 1 alongside Phase 2, since .gitattributes must land before any branching.
Phase 3–5 after, in order, small commits, playtest between each.
7. Open questions
Does a writing handbook exist outside the repo?Answered — yes (Phase 2 notes). It is in the Obsidian vault and is now pointed at rather than duplicated. The open part is whether any of it should eventually move into the repo wholesale; the current answer is no, because the vault is reachable from writing sessions and duplication would drift.How did the scene become binary?Answered (§0.1): Force Text only converts when the setting changes, so anything that entered binary stays binary. The open part is how it first entered binary — most likely created or imported during a Force Binary window. Adding a CI check that every*.unitystarts with%YAMLwould catch a recurrence cheaply.- Is
SC101_ConferenceHallthe right level granularity, or should the conference hall split further (entrance / hall / bar / back office) given the$visited_*flag families already declared inCommon.yarn? Those flags imply at least seven distinct locations. - Target platform(s)?
EditorBuildSettingsand the URP settings carry both PC and Mobile render pipeline assets. It affects whether Phase 4.3's build script targets one platform or several. - Should
writing/be a separate repository so Cowork sessions never see Unity? Recommendation: no — the coupling to.yarnfiles andcandidates.jsonis tight enough that split repos would drift. A single repo with a clear directory boundary is the better trade.