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Wizards and validation

Use Tools/Survivor Roguelite Maker/Create Game Scene.... Assign your Content, optional mode-specific settings, view/sound catalogs and scene path. The wizard creates or wires a bootstrap, game, camera, input, UI and floor. Its create-missing-catalogs option can fill empty catalog references.

Use Tools/Survivor Roguelite Maker/Build UI Prefabs when you need editable generated UI prefabs. This is separate from content generation.

Use Display Name and Description for readable defaults, and Text Key with a LocalizedTextAsset/ITextProvider for localized strings. Keep ids unchanged when translating. Assign the text asset on the bootstrap; UI content names and descriptions then use that provider with fallback text.

Open Tools/Survivor Roguelite Maker/Content Browser and validate your selected content. Also review inspector warnings for invalid numbers, missing references, duplicate ids, rule configuration errors and tier cycles. Run whole-content validation before play. Validate the whole registry after editing interconnected assets or importing CSV.

Entry point and reference fields

Entry point: Tools/Survivor Roguelite Maker/Create Game Scene...

Field / API Purpose
NewGameProjectOptions.Folder Project-owned output root
GameSceneOptions.Content Existing content graph
CreateMissingCatalogs Optional fallback catalog creation
Validate Resolve whole-graph issues

Figure

Create Game Scene wizard with content, catalogs and output paths.

Create Game Scene wizard with content, catalogs and output paths.

Check your result

Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.

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