Skip to content

fix: demo updates - #17

Merged
bitsandfoxes merged 10 commits into
mainfrom
joshua/feat/console_and_metrics_migration
Sep 9, 2026
Merged

fix: demo updates#17
bitsandfoxes merged 10 commits into
mainfrom
joshua/feat/console_and_metrics_migration

Conversation

@bitsandfoxes

Copy link
Copy Markdown
Collaborator

No description provided.

JoshuaMoelans and others added 10 commits September 8, 2026 15:44
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>
@bitsandfoxes
bitsandfoxes merged commit 6828efa into main Sep 9, 2026
11 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants