Files
nightclub-arcadia/CLAUDE.md
T
lennartandClaude Opus 5 4f48d258b5 disable the pre-split scene builders instead of retargeting them
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]>
2026-08-25 21:24:24 +02:00

25 KiB

Nightclub Arcadia — agent reference

Reference for coding agents (Claude Code and others) working in this repository. Human-facing design docs live in docs/. This file is the operational one: where things are, what is generated, and how to build/test/validate from the terminal.

Companion: AGENTS.md (pointer file, same content applies).


1. Repository layout

Repo root is nightlcub-arcadia (the typo is in the directory name, not a mistake to fix — it is the checkout path). The Unity project is a subdirectory:

/Users/lennart/Dev/nightlcub-arcadia/          # git root
├── CLAUDE.md, AGENTS.md                       # this reference
├── docs/                                      # design + plan docs (markdown)
├── writing/                                   # writer-facing context — see §4
├── tools/YarnCheck/                           # .NET 9 Yarn compiler/player, no Unity needed
├── tools/writing/                             # voice-sheet sync (md <-> skill_bible.json)
├── .gitignore                                 # macOS / IDE / toolchain rules
└── NightclubArcadia/                          # ← the Unity project (-projectPath)
    ├── .gitignore                             # Unity rules (anchored, must stay here)
    ├── Assets/
    ├── Packages/                              # incl. embedded dev.yarnspinner.unity
    └── ProjectSettings/

Two .gitignore files, deliberately. The Unity one anchors every rule with a leading /, so it only works at the root of the Unity project folder. Do not merge them.

Unity 6000.5.8f1, URP 17.5.0, Cinemachine 3.1.7, Input System 1.20.0, AI Navigation 2.0.14, ProBuilder 6.1.2, Test Framework 1.7.0. Yarn Spinner is an embedded package at NightclubArcadia/Packages/dev.yarnspinner.unity (plus the textanimator addon) — it is committed, not resolved from a registry.


2. Ground rules

  1. Never hand-edit generated .asset files. Assets/Skills/Definitions/*.asset, Assets/Skills/SkillDatabase.asset, Assets/Candidates/Definitions/*.asset and Assets/Candidates/CandidateDatabase.asset are build output. Their sources are Assets/Skills/skill_bible.json and Assets/Candidates/candidates.json. Edits are overwritten by the Editor setup scripts. Edit the JSON.
  2. Never hand-edit scene or prefab YAML unless you have read the surrounding block. GUID/fileID surgery in .unity / .prefab files silently detaches components.
  3. One Unity instance per project path. Unity refuses to open a project in batch mode while the Editor has it open — a single instance at a time. Always check before any -batchmode invocation (§3.1).
  4. Prefer YarnCheck over Unity for dialogue validation. It is seconds, not minutes, and needs no Editor lock (§5.5).
  5. Do not commit on the user's behalf unless asked. Unity writes to tracked files (ProjectSettings/*, .meta, scenes) as a side effect of simply being open, so git status noise is expected and is not always yours.

2b. Everyday commands

A Makefile at the repo root wraps everything in this document. Prefer it — the exact invocations live there instead of being retyped.

make            # list targets
make check      # yarn + voice sheets + EditMode — run this before committing
make test       # EditMode suite, with a readable summary
make yarn       # compile every Yarn script (seconds, no Unity)
make build      # macOS player into build/
make lock       # fail if the Editor has the project open

make test and make build refuse to run while the Editor is open, which removes the most common way these commands fail confusingly.

Merge driver — one-time per machine

.gitattributes marks Unity YAML for unityyamlmerge. Git needs to be told what that is, or it falls back to a line-oriented text merge that can produce a scene Unity still loads and that is quietly wrong:

make merge-driver

That points git at UnityYAMLMerge inside the Editor bundle (Contents/Helpers/, not Contents/Tools/ — the path in most online guides is wrong for Unity 6 on macOS).

3. Unity from the command line

3.0 Two different tools, both present

What it is Status
/Users/lennart/.unity/bin/unity The Unity CLI (v1.0.0-beta.6). Wraps the Editor for CI-shaped work: build, test, run, open, plus editor/license/cloud management. Installed. Prefer this.
/Applications/Unity/Hub/Editor/6000.5.8f1/Unity.app/Contents/MacOS/Unity The Editor executable. Raw -batchmode flags. Installed. Fallback, for flags the CLI does not expose.

The CLI is not on PATH for non-interactive shells — which unity fails even though the binary exists, and unity doctor reports check.binary-on-path warn. Always invoke it by absolute path, or export it:

export UNITY_CLI="/Users/lennart/.unity/bin/unity"
export UNITY="/Applications/Unity/Hub/Editor/6000.5.8f1/Unity.app/Contents/MacOS/Unity"
export UNITY_PROJECT="/Users/lennart/Dev/nightlcub-arcadia/NightclubArcadia"

unity doctor --no-banner confirms the environment: signed in via OAuth keyring, editor 6000.5.8f1 arm64 resolved from ProjectVersion.txt. Add --json to any command for machine-readable output and --no-banner to keep logs clean.

3.1 Always check the lock first

Only one Unity instance per project path. Check before any headless run:

pgrep -fl "Unity.app/Contents/MacOS/Unity" | grep -v AssetImportWorker

AssetImportWorker* processes are children of the main Editor — filter them out or you will misread the check. Temp/UnityLockfile and unity status are the other two signals.

3.2 Run tests

"$UNITY_CLI" test "$UNITY_PROJECT" --no-banner --mode EditMode \
  --output /tmp/editmode-results.xml \
  --report-format both --junit-output /tmp/editmode-junit.xml

Useful flags: --filter <pattern>, --retries <0-10> (reports tests that pass on retry as flaky), --rerun-failed, --shard N/M for parallel CI, --coverage, --timeout <seconds>.

--mode PlayMode runs Assets/Tests/PlayMode — currently BootstrapTests, which loads Bootstrap.unity and asserts the whole game comes up: both scenes loaded, the player present and tagged, the dialogue runner found, both NPCs having resolved their runner across the scene boundary, and the reveal camera bound to the player. If that suite fails, the game does not start.

Raw-Editor equivalent, if you need a flag the CLI does not expose:

"$UNITY" -batchmode -nographics -projectPath "$UNITY_PROJECT" \
  -runTests -testPlatform EditMode \
  -testResults /tmp/editmode-results.xml -logFile /tmp/unity-editmode.log

Do not add -quit to a -runTests run — the runner terminates the Editor itself, and -quit on top of async work can hang it.

Parse the results XML; do not trust the exit code. Unity's own docs state there is no common exit-code definition across the components under test. Read total/passed/failed off the root element and list any test-case whose result is not Passed.

3.3 Build a player

"$UNITY_CLI" build "$UNITY_PROJECT" --no-banner \
  --target StandaloneOSX -o /tmp/NightclubArcadia.app

Without --execute-method the CLI uses Unity's built-in build — a Build Profile on Unity 6+, or the legacy desktop player flags — and builds whatever scenes EditorBuildSettings enables. --profile <name> selects a profile from Assets/Settings/Build Profiles (the profile defines the target). -l/--log-file overrides the log path; the log streams to console unless --no-tail.

make build uses the entry point below, which is the form to prefer:

"$UNITY_CLI" build "$UNITY_PROJECT" --no-banner --target StandaloneOSX \
  --execute-method NightclubArcadia.EditorTools.PlayerBuild.BuildMacOS \
  -o "$PWD/build/NightclubArcadia.app"

Assets/Editor/PlayerBuild.cs reads the enabled scenes from the build settings, asserts Bootstrap.unity is scene 0 (the player opens scene 0 on launch), honours the -buildOutput the CLI forwards from -o, inspects the BuildReport, and calls EditorApplication.Exit(1) on anything short of Succeeded. Without that last part Unity exits 0 on a build that produced nothing and CI reports green. BuildWindows and BuildLinux are there too.

Verified: a full macOS build takes about two minutes and produces a ~172MB .app.

3.4 Run an arbitrary Editor method

"$UNITY_CLI" run "$UNITY_PROJECT" --no-banner --timeout 900 -- \
  -executeMethod SomeClass.SomeStaticMethod

unity run owns -batchmode, -nographics, -quit and -logFile. Passing any of them after -- fails with a reserved-flag error. Pass only your own arguments.

Output does not stream to stdout. The log lands at $UNITY_PROJECT/Logs/Editor.log (the previous run rotates to Editor-prev.log), so tag your Debug.Log calls and grep for them:

grep -n "\[YourTag\]" "$UNITY_PROJECT/Logs/Editor.log" | tail -20

This is the mechanism for the JSON → ScriptableObject regeneration in Assets/Editor/SkillSystemSetup.cs and CandidateSystemSetup.cs. Read the actual class and method names out of those files before invoking — do not guess them.

4. The dialogue content pipeline

4.1 Where content lives

NightclubArcadia/Assets/Dialogue/
├── NightclubArcadia.yarnproject   # globs **/*.yarn — new files need no registration
├── Common.yarn                    # every <<declare>>, project-wide. Never played.
├── Commentary.yarn                # passive skill barks, one node per (context, skill)
├── Scenes/     SC101, SC102, Debug
├── Characters/ Bartender, Bradford Kane, Chevalier Cassian Thal
└── Objects/    Chair

The writer-facing context sits at the repo root, outside Assets/ so it gets no .meta files:

The scenes are split three ways, loaded additively from Bootstrap:

Assets/Scenes/
├── Bootstrap.unity                     entry point; GameBootstrap loads the rest
├── Systems/Systems.unity               dialogue, skills, UI, camera rig, and the PLAYER
└── Levels/
    ├── SC101_ConferenceHall.unity      geometry, light, navmesh, reveal cameras
    └── SC101_ConferenceHall/           baked data for that scene (NavMesh asset)

Bootstrap must stay index 0 in the build settings. The level is made the active scene after load, so new objects and lighting land there rather than in Bootstrap.

writing/
├── README.md        session entry point
├── STYLE.md         register, tone moves, ban list, branching rules  ← read first
├── YARN-PRIMER.md   the one page of syntax a writer needs
├── GLOSSARY.md      in-world and project vocabulary
├── voices/          the eleven skill voices, one sheet each (generated — see §4.7)
├── characters/      named NPCs, dialogue-facing
├── scenes/          per-scene briefs: intent, beats, checks, constraints
└── lore/            candidates.md — the three identity readings and their hard rules

Design material deeper than this lives in Obsidian, not the repo: ~/Obsidian-Vaults/obsidian-vault/Projects/Active/NightclubArcadia/. Ground Truth.md there is the solution document — never copy, quote, or summarise it into this repo, including into commit messages. The game's premise is that the protagonist's identity never resolves.

Dialogue is already plain text in the repo. It is authored in .yarn files, not inside the Unity Editor, and any new .yarn file dropped anywhere under Assets/Dialogue/ is picked up automatically by the **/*.yarn glob in the .yarnproject. Adding a scene or a character requires no C#, no Unity, and no .yarnproject edit.

The one caveat: the .yarnproject also stores editorOptions.yarnScriptEditor.projectGraphPositions — per-file x/y coordinates for the Yarn graph editor. These churn whenever anyone opens the graph view. Treat that block as editor state; do not fight over it in review.

4.2 The variable contract

Every variable used anywhere must be <<declare>>d in Common.yarn. This is the whole point of that file: the compiler then catches $reputaton instead of silently creating a second variable at runtime. Adding a scene flag means adding a <<declare>> line — that is a writer action, not a code action.

Naming families that are load-bearing (enforced or lint-checked):

Family Meaning Checked by
$self_lean_<candidate_id> identity-lean counter CandidateYarnLintTests — id must exist in candidates.json
$found_<clue_id> clue coverage CandidateYarnLintTests — id must exist in candidates.json
$visited_<location_id> first arrival convention; unlockFlag in candidates.json may only name these
$errand_<errand_id> errand state same
$seen_<scene_id> scene witnessed convention
$check_* written by <<check>> never <<set>> by hand

4.3 Writer-facing Yarn vocabulary

Commands and functions registered by game code, i.e. the full set a writer may use:

Syntax Defined in Notes
<<check <skill> <Band>>> Skills/Yarn/YarnSkillCommands.cs writes $check_result, $check_roll, $check_total, $check_dc, $check_modifier, $check_degree, $check_skill
<<skill_mod <source> <skill> <n>>> same source = bucket key, e.g. scene, drunk
<<clear_skill_mods <source>>> same
skill_rank(<skill>) same function
top_skill(a, b, …) Dialogue/DialougueSkillComparison.cs returns its FIRST argument on a tie — argument order is a design decision, not incidental
alias_name(<name>) Dialogue/AliasNameGenerator.cs deterministic; $player_alias is a smart variable derived from it
<<enter_environment>> Dialogue/DialogueTransitionController.cs hands control back to the world

(The filename DialougueSkillComparison.cs is misspelled in the repo. Left alone deliberately — renaming it changes a .meta GUID. Fold it into a rename batch, not a drive-by fix.)

4.4 Flow control discipline

<<detour>> returns to the caller; <<jump>> does not and clears the return stack. The rule the existing files follow, and which new content must follow:

  • A node started directly by DialogueInteractable has nothing waiting on it → its branches <<jump>>, and each destination calls <<enter_environment>> itself.
  • A sub-conversation that must resume its caller → <<detour>>, and never <<jump>> inside it.

Nodes sharing a title: form a node group; Yarn runs the most specific variation whose when: conditions pass. Prefer adding a variation over growing an <<if>> chain.

4.5 How content reaches Unity

There is no manual sync step for dialogue. The chain is:

.yarn file saved  →  Unity's YarnProjectImporter recompiles the .yarnproject on focus
                  →  DialogueRunner plays the new nodes on next Play

The only things that need a human/Editor step are the data files, not the dialogue:

skill_bible.json  →  Tools ▸ Nightclub Arcadia ▸ (SkillSystemSetup)     →  Skills/Definitions/*.asset + SkillDatabase.asset
candidates.json   →  Tools ▸ Nightclub Arcadia ▸ (CandidateSystemSetup) →  Candidates/Definitions/*.asset + CandidateDatabase.asset

Those setup scripts also register a [DidReloadScripts] callback, so in practice the assets regenerate on script reload too. The JSON is the source of truth either way.

4.6 The voice-sheet pipeline

The Skill Bible prose used to live as a \n-escaped string inside skill_bible.json, which no writer could comfortably read or revise. It now lives in writing/voices/*.md, and truth flows in opposite directions for the two halves of each sheet:

PROSE      writing/voices/<id>.md  ->  skill_bible.json  ->  Skills/Definitions/*.asset
MACHINE    skill_bible.json        ->  the "Machine fields" table in the .md
python3 tools/writing/sync_voices.py --check     # verify; exit 1 on drift
python3 tools/writing/sync_voices.py --to-json   # fold edited prose into the bible
python3 tools/writing/sync_voices.py --to-md     # refresh the machine table from the bible

tools/writing/voicelib.py does the parsing and guarantees notes -> dict -> notes is identity for all eleven skills. --to-json on unchanged sheets is byte-identical, so it is safe to run at any time.

VoiceSheetSyncTests (EditMode) enforces the same invariant, so drift fails the build instead of silently shipping a voice that no longer matches the sheet the next scene is written against. It deliberately does not reimplement the markdown parser in C# — it asserts the shipped prose appears verbatim in the sheet, which catches drift in either direction with no second parser to keep in step.

4.7 Code-owned vs writer-owned

Writer-owned (edit freely, no Unity) Code-owned (needs an engineer)
writing/** Assets/Scripts/**/*.cs
Assets/Dialogue/**/*.yarn Assets/Editor/**/*.cs
<<declare>> lines in Common.yarn Yarn command/function implementations
writing/voices/*.md (prose → the bible, §4.6) Assets/Skills/skill_bible.json (machine fields)
Assets/Candidates/candidates.json (status, sceneId, notes, unlockFlag) .asset, .prefab, .unity, .meta
docs/ writing docs ProjectSettings/**

A writer must never need to open Unity or touch C# to write or revise a scene, a character, or a branch. If a writing task requires either, that is a pipeline bug — file it.


5. Validation

5.1 EditMode test suite

NightclubArcadia/Assets/Tests/EditMode/ — 7 files, ~870 LOC, two assemblies:

  • NightclubArcadia.Skills.Tests — SkillRosterTests, SkillCheckSystemTests, DcBandTests, CommentaryPickerTests, CandidateRegistryTests, CandidateYarnLintTests
  • NightclubArcadia.Locomotion.Math.Tests — MotionInputMathTests

CandidateYarnLintTests is a regex lint over Yarn source: it asserts every $self_lean_* / $found_* in any .yarn file resolves to a real id in CandidateDatabase. It is a tripwire, not a proof.

5.2 PlayMode suite

Assets/Tests/PlayMode/BootstrapTests.cs. Verifies the scene split at runtime — the thing no EditMode test can see, because none of the runtime resolution has happened yet.

5.3 Voice-sheet sync

python3 tools/writing/sync_voices.py --check

Seconds, no Unity. Run it after touching writing/voices/*.md or skill_bible.json (§4.6).

5.4 One-click in-Editor run

Tools ▸ Nightclub Arcadia ▸ Run Skill EditMode Tests (Assets/Editor/SkillSystemTestRunner.cs).

5.5 YarnCheck — validate dialogue without Unity ⭐

tools/YarnCheck is a .NET 9 console app that compiles and plays the Yarn scripts using the exact Yarn Spinner DLLs shipped in Packages/dev.yarnspinner.unity/Runtime/DLLs, so it can never drift from the compiler the game uses. This is the fastest correctness signal in the repo and it needs no Editor lock. Use it on every dialogue change.

cd /Users/lennart/Dev/nightlcub-arcadia/tools/YarnCheck

# compile everything — exit 1 + diagnostics on failure
dotnet run -- ../../NightclubArcadia/Assets/Dialogue

# compile, then play a node, choosing option 2, 2, 0, 0
dotnet run -- ../../NightclubArcadia/Assets/Dialogue Bartender_Talk 2 2 0 0

Leftover picks restart the node — that deliberately models the player walking away and coming back, which is how these scenes are actually played.

What it does not model (read traces with this in mind): Unity commands are printed, not executed, so <<check>> / <<enter_environment>> / <<skill_mod>> are stepped over and $check_result stays false — every check-gated branch shows its failure side. Yarn functions are stubbed: top_skill mirrors the real first-argument-wins tie behaviour, alias_name returns a placeholder, skill_rank returns 0. Variables reset to their <<declare>> defaults each run; there is no save state.

Requires the .NET 9 SDK. tools/YarnCheck/bin/ and obj/ are currently committed and should not be — see docs/restructure-plan.md.


6. Code conventions

  • Namespaces: NightclubArcadia.<Area> — Skills, Dialogue, UI, UI.Dialogue, UI.HUD, UI.Menu, Cinematics, Interaction, Player, Player.Math. Exception: NPCStandIn.cs sits in the global namespace. That is a scaffold tell, not a convention to copy — new runtime types always get a namespace.

  • Assemblies. No project code is in Assembly-CSharp any more:

    Assembly Covers Depends on
    NightclubArcadia.Core Scripts/Core nothing
    NightclubArcadia.Locomotion.Math Scripts/Player/Math nothing
    NightclubArcadia.Skills Scripts/Skills Yarn, TMP, uGUI
    NightclubArcadia.Game the rest of Scripts Core, Skills, Math, StarterAssets, packages
    StarterAssets vendored template code Input System

    Game is one assembly rather than one per area because the areas are genuinely cyclic: UI ↔ Dialogue, UI ↔ Player and UI ↔ Camera, via UILayerBootstrap, PlayerControlLock and CharacterPanelView. Splitting further means moving those three, not just adding asmdefs. The .asmdef at Scripts/ covers everything beneath it except folders with their own.

  • Comments in this codebase carry decision history — why a flag is written at the bottom of a node rather than the top, why four voices in SC-101 breaks the three-voice cap on purpose. Match that density. Do not strip such comments as "noise"; they are the design record.

  • Editor-only code lives under Assets/Editor/. Anything there is stripped from builds and may reference UnityEditor.


7. Traps

  1. A scene silently turns binary if it holds an object that prefers binary serialization. This one cost real time. DialogueTest.unity was binary for weeks despite the project being set to Force Text, because the NavMeshSurface held its baked NavMeshData embedded in the scene rather than as an asset. One such object forces the whole file to binary, and no amount of re-saving or toggling the setting fixes it — Force Text only converts at the moment the setting changes. The fix is to extract the data to its own asset, which is what baking from the NavMeshSurface inspector produces anyway. If a scene goes binary again, bisect: move the roots one at a time into a fresh scene and see which one yields a binary file.

  2. Serialized references cannot cross a scene boundary. Unity nulls them. The split cost exactly seven: both NPCs' dialogueRunner, dialogueUI and player, plus the reveal camera's tracking target. All are resolved at runtime now — SceneServices.Resolve for the first, CinemachineFollowsPlayer for the last. Anything new that a level object needs from Systems must follow that pattern, and BootstrapTests is where you prove it works.

  3. The player's NavMeshAgent outlives the NavMesh. The player is in Systems, the NavMesh is baked into the level, so there is a window during load where the agent exists and is not on a mesh. ResetPath, isStopped and SetDestination all log errors in that state. Guard on agent.isOnNavMesh, not just a null check.

  4. An asmdef assembly cannot reference Assembly-CSharp. Only the reverse. This is why giving the runtime code assemblies had to include StarterAssets, which had none and which four runtime files use — without that, everything referencing it would have stopped compiling. Keep it in mind before adding loose scripts outside an asmdef folder.

  5. The one-shot scene builders under Assets/Editor are disabled, on purpose. Set Up UI Layer, Set Up Player Control & Camera and Set Up Yarn Sandbox Scene were written for the single-scene layout. After the split they do damage rather than work: pointed at a level they rebuild systems content that already exists in Systems.unity, and pointed at Systems, PlayerControlSetup drags navigation in and silently turns that scene binary (trap 1 again). Both were observed. They now return early via LegacySceneSetup.Blocked and are kept only as a record of how the wiring works until prefabs replace them (Phase 5). Set Up Skill System and Set Up Candidate System still work — they regenerate assets from JSON and touch no scene. To run the game, open Bootstrap.unity and press Play.

  6. unity run reserves -batchmode, -nographics, -quit, -logFile. Passing any of them after -- is a hard error, and its output does not reach stdout — read Logs/Editor.log (§3.4).

  7. -quit with -runTests hangs or truncates. Omit it (§3.2).

  8. Exit code alone is not a test verdict. Parse the results XML (§3.2), which is what make test does.

  9. which unity fails in non-interactive shells even though the CLI is installed. Use the absolute path /Users/lennart/.unity/bin/unity (§3.0).

  10. Editor lock — check before every headless run, filtering out AssetImportWorker children. make test and make build do this for you (§2b).

  11. Regenerated assets — hand edits to Skills/Definitions/*, Candidates/Definitions/* and the two *Database.asset files are silently discarded (§2.1).

  12. top_skill ties resolve to the first argument. Reordering arguments changes the game.

  13. Bootstrap must stay index 0 in the build settings, and all three scenes must be listed, or LoadSceneAsync by name fails at runtime with nothing but a console error.