- All 23 projects play as before (no regressions); 22 compile. What's left, by cause:
- Project-side (Unity shows the same): Tower-Defense-Game's two prefab variants are of store prefabs that aren't committed (Missing Prefab in Unity too); CardGameTutorial's AIController and AIManager have no .meta files, so its scene's script GUIDs point nowhere (hence BattleManager's lookup failing and its NullReferenceException); TurboTrack2D references TextMeshPro's essential fallback font without the essential resources; UnityPlayground references a sprite that isn't committed.
- Out of scope: Bowl-Master's .blend models (Unity imports them by running Blender).
- Tassix gaps: custom shaders (Beltz's three, RedRunner's UI blur: they draw with Standard); BasketBall's TextMeshPro 3.0 example scripts expect TMP_MeshInfo.uvs0 as Vector2[] (TMP 3.2 and Unity 6 made it Vector4[], which Tassix follows). Serving both would mean choosing a TextMeshPro build per project before anything loads it (and in AOT packages).
- Overrides of objects from a prefab that isn't in the project are no longer warned about one by one (the missing prefab is, once); overrides a prefab doesn't have say so instead of blaming models.
- Next: custom shaders (ShaderLab and HLSL to the renderer) or a TextMeshPro build per project version; drag-reordering's animation and drop marker.
Phase 6 ยท