Easy Chapter Generator
EnglishEspañol

Use the product window for structural edits

Add, duplicate, move, and delete Chapters and Ordered Objectives from the Chapter & Objectives window. Those commands record the relevant scene objects and serialized owners with Unity Undo, update selection, and keep the authoring context visible. Use the component Inspector for detector-specific fields and Objective Link.

Direct YAML editing, array-size changes in Debug Inspector, or manual hierarchy moves can bypass the invariants the window maintains. They are not a supported authoring workflow.

Undo can restore data; it cannot change external history

  • Renaming a Title is presentation-only. Renaming an Identifier changes the key used by scene links, API calls, transitions, and persistence.
  • Duplicating an Ordered Objective should produce a distinct ID. A copied scene component must be relinked to that new entry.
  • Deleting an entry may leave scene components with a missing link. Undo restores the row in the scene, but a saved external file or already shipped build is outside Unity Undo.
  • Reordering changes which task becomes active next. Existing component links remain ID-based rather than index-based.

Verify after a structural Undo or Redo

  1. 1
    Confirm the expected Chapter and Objective counts in the list headers.
  2. 2
    Select the affected row and inspect its Title, Identifier, conditions, actions, and events.
  3. 3
    Select any scene detector involved. Its Objective Link must resolve to the intended Chapter and row.
  4. 4
    Refresh Validation and resolve duplicate or missing bindings.
  5. 5
    Save the scene only after the restored state is coherent.

Pair Unity Undo with version control

Before a large authoring change, commit or copy the scene and prefabs. After the change, inspect the scene diff for unexpected identifier churn or UnityEvent target loss. Keep generated .meta files with their assets so GUID-backed references remain stable. When upgrading the package, preserve a reversible checkpoint before opening scenes in a newer version.

Play Mode changes are temporary

Runtime state, automatically added helper components, and values changed while playing may revert on exit. Author permanent structure outside Play Mode, then test it in a fresh run.