Authoring
Validation and Repair
Interpret errors, warnings, and information records, then use the narrowest safe repair without masking product boundaries.
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
- 1Open the relevant Manager and press Validation > Refresh.
- 2Start with the first error, then warnings. Double-click the row or use its select action to reveal the exact owner.
- 3Correct one field using the product window or assisted Objective Link inspector. Avoid editing several generated IDs at once.
- 4Refresh and confirm that the original issue disappears without creating a duplicate elsewhere.
- 5Save the scene, enter Play Mode, and test the specific lifecycle edge involved.
Interpret the main issue categories
| Category | Typical cause | Repair |
|---|---|---|
| Identity | Empty or duplicate Chapter/Objective ID | Assign one stable unique ID, then repair links deliberately |
| Objective Link | Missing row, wrong Chapter, or duplicate scene binding | Use the assisted Chapter and Objective selectors; remove accidental duplicate detectors |
| Completion path | No start/completion actions and no identifiable scene detector | Add a genuine completion source or document that external code owns it |
| Component setup | Missing target, trigger, collider, timer text, route source, or adapter | Open the component reference and satisfy its minimum configuration |
| Transition | Target scene or destination ID does not resolve | Select 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.