fix: demo updates - #17
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The NintendoSDK plugin, Switch native Sentry libs, PS5 packages, and console build metadata live in the working tree for local console builds but must never reach the remote. Also covers locally-embedded Sentry SDK checkouts, Unity crash-recovery output, and local planning notes (same convention as PLAN.md). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
…vigation The pool-exhausted exit path resumed time without re-enabling the Player action map, leaving the player frozen while the game kept running. Route every exit through ResumeGameplay() so input is always restored. Navigation now uses zone-based hysteresis (-1/0/1 on x) so holding the stick no longer flips the highlight every frame. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Up Up Down Down Left Right Left Right (2s per-input timeout, resets on a wrong direction or diagonal) routes through the same SaveScoreToDisk native crash path as CrashOnGameOver, so the crash demo can be fired on demand mid-run. Bound for Gamepad, Switch Pro Controller, NPad and keyboard arrows; missing actions simply disable the trigger. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
…ansactions HttpClient + SentryHttpMessageHandler do not work on Switch, so under UNITY_SWITCH the leaderboard requests go through UnityWebRequest and ScorePoster manually reproduces what the handler pipeline would have done: the http.client child span, sentry-trace/baggage propagation, the http breadcrumb, and the 4xx/5xx failed-request event. Non-Switch platforms keep the HttpClient path unchanged; both live inside the same RunTrace transactions and emit the same GameMetrics. RunTrace.ClearScopeTransaction now re-points the scope at the run's trace after dropping the transaction, so scope-sync can never leave the native layer on a regenerated propagation context between transactions - a native crash there would land outside the run's trace. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Full name-field <-> Submit <-> Try Again/Quit navigation, driven by HUDManager via ScorePoster's new NameField/SubmitButton accessors: - On-screen keyboard on touch platforms (mobile, Switch) via TouchScreenKeyboard, opened on field selection and mirrored into the input field; Windows handhelds (ROG Ally) use the optional HandheldHelper DLL for the WinRT gamepad keyboard. - Highlight animations are tweened directly with DOTween instead of going through OnPointerEnter(null), which crashes on Switch via the NintendoSDK TMP integration. SetUpdate(true) keeps them running at timeScale 0. - While typing, WASD/Space stay typeable (keyboard-driven Navigate is suppressed; only Enter submits); d-pad down still leaves the field in one press. ESC no longer discards a typed name. - Submit locks after a successful post and needs text to enable. - Game over reveals in stages (title, score, poster, buttons) and pre-focuses the name field; title screen pre-highlights Start. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Graphic.DOColor is defined in DOTween's loose UI-module script, which compiles into Assembly-CSharp-firstpass and is not referenceable from the Sentaur.Runtime asmdef assembly - only the precompiled DOTween core is. DOTween.To() over the graphic's color does the same thing from the core. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the GameOverScore text (child of the GameOver title, disabled until the reveal) and wires it to HUD._gameOverScoreText, completing the staged game-over sequence: title, score, poster, buttons. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
It was unassigned (fileID: 0), which silently skipped the highlight clearing on unpause and the name-field pre-focus at the end of the game-over reveal. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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