Cleaning up unused legacy village/interior scenes and skill-creation scenes
After confirming nothing referenced them, I deleted 4 legacy village/interior scenes, 2 unused skill-creation scenes and 3 legacy interior NavMeshes, leaving only the 4 SUNTAIL scenes in Build Settings. I also added a safeguard to the generator menus so final scenes can't be wiped by mistake.
Unused scenes were piling up, so I decided to clean them out. The two scenes for making skill motions and VFX aren't used anymore, and the old sample scene and the old three interiors (guild, tavern, blacksmith) became legacy when I moved to SUNTAIL. The goal was to clean up in a way I can undo, and leave only the SUNTAIL scenes in the build.
What I built
Before deleting anything, I checked what references these scenes.
- Code: Nothing uses the names of the scenes I'm deleting. Scene transitions and saves load scenes by name, and no code uses build indexes.
- Doors: They only connect SUNTAIL scenes to each other. The deleted scene names only remain in arrival point IDs, but those are just strings, not scene names, so they still work.
- Asset references: The 4 legacy village/interior scenes were only referenced by Build Settings, and the 2 skill scenes weren't referenced by anything at all. The 3 legacy interior NavMeshes each only referenced their own scene.
I moved the 6 scenes and 3 NavMeshes, along with their .meta files and the pre-cleanup Build Settings, to a backup folder outside the project's Assets folder (6.3 MB), then deleted them. To restore, just copy the backup files back to the scene folder along with their .meta files. The GUIDs stay the same, so the references survive too.
Build Settings now only has the 4 SUNTAIL scenes: village, guild, blacksmith and tavern. The first scene in the build is now the SUNTAIL village. I also confirmed the 4 SUNTAIL scenes load fine and the deleted scenes don't. In Play, the village (index 0) → guild (index 1) → village transition works too. But since I ran it while paused, I couldn't check BGM playback.
Things I thought about
- A safeguard for the final scenes. The 4 SUNTAIL full-generation menus first delete the final scene and then build it from scratch by copying the legacy scene as the source. Now that the source is gone, clicking one by mistake would wipe the final scene and then fail to copy. So if the source is missing, it now stops without deleting anything and just logs an error. I confirmed all four menus are in the source-missing state, but I didn't actually click them, since the final scenes could get deleted.
- I left the partial-edit menus (apply, rebuild, rebake, etc.) alone, since they don't use the source scenes.
- Keeping the shared materials and settings assets. The SUNTAIL interiors were built by copying the legacy interiors, so they might still be using those materials.
- Keeping the legacy generator scripts too. The skill generator also creates shared assets that combat uses (cast clips, profiles, VFX settings). Running that menu would recreate the legacy scenes, though.
Next up
- Clean up the legacy generators and the legacy-only materials folder. First check whether the SUNTAIL interiors use those materials
- Old scene names are still left in code comments (no effect on behavior)