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Add editor window for creating named FUnity projects#345

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oco777 merged 1 commit intomainfrom
codex/add-project-creation-editorwindow
Nov 21, 2025
Merged

Add editor window for creating named FUnity projects#345
oco777 merged 1 commit intomainfrom
codex/add-project-creation-editorwindow

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@oco777 oco777 commented Nov 21, 2025

Summary

  • add a project name field, initializer, and validation to FUnityProjectData
  • introduce an editor window to collect a project name and build project assets via the FUnity menu
  • automatically generate project folders, project data, stage data, and an Actors directory under the Projects root

Testing

  • Not run (not requested)

Codex Task

@oco777 oco777 merged commit 264fe2e into main Nov 21, 2025
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@oco777 oco777 deleted the codex/add-project-creation-editorwindow branch November 21, 2025 13:57
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Comment on lines +140 to +144
var projectData = ScriptableObject.CreateInstance<FUnityProjectData>();
projectData.InitializeForNewProject(projectName, stageData);
var projectDataPath = $"{projectFolderPath}/{projectName}_ProjectData.asset";
AssetDatabase.CreateAsset(projectData, projectDataPath);

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P1 Badge Abort creation when project assets already exist

CreateProjectAssets always calls AssetDatabase.CreateAsset for the stage and project data paths without checking whether those asset files already exist, yet it still shows a success dialog and closes the window (lines 152-156). If the user enters a project name that matches an existing project under Assets/FUnity/Projects, CreateAsset logs an error and creates nothing, but the dialog reports that the project was created and the unsaved ScriptableObjects are simply dropped. Please guard against existing asset paths (or surface the failure) before showing success.

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