Easy Chapter Generator
EnglishEspañol

Validation checks authoring structure

The Validation panel examines the selected Manager, Chapters, Ordered Objectives, scene Objective links, required references, duplicate identities, and completion configuration. Errors identify conditions that prevent a coherent product flow. Warnings identify risky or incomplete authoring that may still be intentional. Informational results explain empty or optional states.

A green or empty result does not execute third-party callbacks, physics, animation, or project code. Runtime acceptance still depends on the exact active ID and the scene signal actually occurring.

Use one bounded repair loop

  1. 1
    Open the relevant Manager and press Validation > Refresh.
  2. 2
    Start with the first error, then warnings. Double-click the row or use its select action to reveal the exact owner.
  3. 3
    Correct one field using the product window or assisted Objective Link inspector. Avoid editing several generated IDs at once.
  4. 4
    Refresh and confirm that the original issue disappears without creating a duplicate elsewhere.
  5. 5
    Save the scene, enter Play Mode, and test the specific lifecycle edge involved.

Interpret the main issue categories

CategoryTypical causeRepair
IdentityEmpty or duplicate Chapter/Objective IDAssign one stable unique ID, then repair links deliberately
Objective LinkMissing row, wrong Chapter, or duplicate scene bindingUse the assisted Chapter and Objective selectors; remove accidental duplicate detectors
Completion pathNo start/completion actions and no identifiable scene detectorAdd a genuine completion source or document that external code owns it
Component setupMissing target, trigger, collider, timer text, route source, or adapterOpen the component reference and satisfy its minimum configuration
TransitionTarget scene or destination ID does not resolveSelect a valid build scene and a Chapter/Objective available there

Do not silence useful diagnostics blindly

Do not add empty UnityEvent listeners, dummy GameObjects, or duplicate components solely to remove a warning. First decide which system owns completion. If external code intentionally completes a row, document that boundary and use the configuration the validator recognizes. If a warning is imprecise for a valid setup, capture the exact component, field values, and reproduction for support rather than changing progression data to satisfy the message.

After structural repair, use Common Problems for runtime symptoms and DebugDemo to observe public state without mutating it.