Files
nightclub-arcadia/CLAUDE.md
T
lennartandClaude Opus 5 ec4619d9dc resolve cross-scene dependencies at the point of use, not in Awake
Fixes "[SceneServices] Bartender: could not resolve dialogueRunner".

Resolving a cross-scene dependency in Awake is a race by construction. The
dialogue runner lives in Systems; an NPC lives in the level. Open the level on
its own, or let the scenes load in the other order, and the NPC wakes with no
Systems scene in sight. Worse, the failed lookup was cached into the serialized
field, so it stayed broken for the rest of the session rather than recovering
once Systems appeared.

NPCStandIn and DialogueInteractable now resolve lazily through a property and
cache only a successful result, so any load order works. Awake still does a
silent best-effort pass, which keeps the common case free.

SceneServices splits in two accordingly. TryResolve is silent and is what
speculative callers use; Resolve logs an error and belongs only where the
dependency is genuinely required. Both now include inactive objects — a system
parked inactive is still the object we mean, and excluding it reported "not
found" for something sitting in the hierarchy. The error text now says where the
runner lives and how to open the scenes, instead of asking a question.

BootstrapTests only ever covered the happy order, which is why it stayed green
while this was broken. SceneOrderTests loads the level BEFORE Systems and holds
that NPCs still reach the runner. It also asserts it is reproducing the race —
it counts the NPCs whose Awake-time resolution failed and fails if that is zero,
so the test cannot quietly start passing for the wrong reason. It currently
reports 2 of 2, which is the bug this commit fixes.

EditMode 42/42, PlayMode 7/7, YarnCheck 9 files / 35 nodes.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-25 21:42:54 +02:00

539 lines
27 KiB
Markdown

# 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.
5. **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).
6. **Prefer YarnCheck over Unity for dialogue validation.** It is seconds, not minutes,
and needs no Editor lock (§5.5).
7. **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.
```bash
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:
```bash
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:
```bash
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:
```bash
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
```bash
"$UNITY_CLI" test "$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:
```bash
"$UNITY" -batchmode -nographics -projectPath "$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
```bash
"$UNITY_CLI" build "$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:
```bash
"$UNITY_CLI" build "$UNITY_PROJECT" --no-banner --target StandaloneOSX \
--execute-method NightclubArcadia.EditorTools.PlayerBuild.BuildMacOS \
-o "$PWD/build/NightclubArcadia.app"
```
`Assets/Editor/PlayerBuild.cs` reads the enabled scenes from the build settings, asserts
`Bootstrap.unity` is scene 0 (the player opens scene 0 on launch), honours the `-buildOutput`
the CLI forwards from `-o`, inspects the `BuildReport`, and calls `EditorApplication.Exit(1)` on
anything short of `Succeeded`. Without that last part Unity exits 0 on a build that produced
nothing and CI reports green. `BuildWindows` and `BuildLinux` are there too.
Verified: a full macOS build takes about two minutes and produces a ~172MB `.app`.
### 3.4 Run an arbitrary Editor method
```bash
"$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:
```bash
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.
**Working in the Editor.** `Tools ▸ Nightclub Arcadia ▸ Open Game Scenes` opens all three at
once, with the level active. Do that before pressing Play.
If you press Play with only `Bootstrap` open, `GameBootstrap` loads the other two *at runtime*,
and Unity discards runtime-loaded scenes when Play ends — the Hierarchy comes back with Bootstrap
alone and it looks as though the scenes were destroyed. **Nothing is written to disk**; it is the
Hierarchy, not the files. With all three already open, `GameBootstrap` skips loading them
(`LoadIfNeeded`) and they are still there afterwards. `GameSceneWorkflow` also captures and
restores the scene setup around Play as a safety net; toggle it under the same menu.
```
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
```
```bash
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
```bash
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.
```bash
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` for the first,
`CinemachineFollowsPlayer` for the last.
**Resolve at the point of use, never in `Awake`.** A level object can wake up before the
scene holding its dependency exists — open the level on its own, or in the wrong order, and
`Awake` runs with no Systems scene in sight. That produced
`[SceneServices] Bartender: could not resolve dialogueRunner`, and because the result was
cached once, it stayed broken for the whole session. `SceneServices.TryResolve` is the silent
lookup for speculative calls; `SceneServices.Resolve` logs and belongs only where the
dependency is genuinely needed. `NPCStandIn.ResolvedDialogueRunner` is the pattern to copy.
`SceneOrderTests` holds the property, and asserts it is actually reproducing the race rather
than passing for free.
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.