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docs/editor_lifecycle_complete_flow.md
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docs/editor_lifecycle_complete_flow.md
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# Editor Lifecycle Bootstrap - Complete Flow Report
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**Date:** November 5, 2025
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**Status:** ✅ Fully Implemented and Save/Load Compliant
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---
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## Complete Lifecycle Flow When Playing Directly From Editor
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### Production Flow (SceneManagerService.SwitchSceneAsync)
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```
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PHASE 1-7: Scene unloading and preparation
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PHASE 8: BeginSceneLoad(sceneName)
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PHASE 9: LoadSceneAsync(sceneName)
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└─> Unity loads scene
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└─> Components Awake() → Register with LifecycleManager
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PHASE 10: BroadcastSceneReady(sceneName)
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└─> All components receive OnSceneReady()
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PHASE 11: SaveLoadManager.RestoreSceneData()
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└─> BroadcastSceneRestoreRequested()
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└─> Components receive OnSceneRestoreRequested()
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PHASE 12: Hide loading screen
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```
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### Editor Flow (EditorLifecycleBootstrap) - NOW MATCHES PRODUCTION
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```
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1. User Presses Play in Scene "AppleHillsOverworld"
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↓
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2. PlayModeStateChange.EnteredPlayMode
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↓
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3. Unity: Scene already loaded, all Awake() calls
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└─> ManagedBehaviour.Awake()
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└─> LifecycleManager.Register()
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↓
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4. CustomBoot.Initialise() [RuntimeInitializeOnLoadMethod]
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└─> Creates LifecycleManager
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└─> Loads CustomBootSettings
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└─> Calls OnBootCompletionTriggered()
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↓
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5. LifecycleManager.OnBootCompletionTriggered()
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└─> BroadcastManagedAwake() ✅
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└─> All components receive OnManagedAwake() (priority ordered)
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└─> Sets isBootComplete = true
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└─> Sets Initialised = true
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↓
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6. EditorLifecycleBootstrap: Detects CustomBoot.Initialised == true
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↓
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7. EditorLifecycleBootstrap: Mimics SceneManagerService Phase 10
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└─> LifecycleManager.BroadcastSceneReady("AppleHillsOverworld") ✅
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└─> All components receive OnSceneReady() (priority ordered)
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↓
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8. EditorLifecycleBootstrap: Mimics SceneManagerService Phase 11
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└─> SaveLoadManager.RestoreSceneData() ✅
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└─> LifecycleManager.BroadcastSceneRestoreRequested()
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└─> Components receive OnSceneRestoreRequested() (if save system enabled)
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```
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---
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## Guaranteed Execution Order
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### ✅ All Lifecycle Hooks Called in Correct Order
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1. **OnManagedAwake()** - Priority ordered (0 → 1000)
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- Called once on boot completion
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- Components initialize core references
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2. **OnSceneReady()** - Priority ordered (0 → 1000)
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- Called after scene is fully loaded
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- Components find scene-specific references
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3. **OnSceneRestoreRequested(data)** - Priority ordered (0 → 1000)
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- Called after OnSceneReady
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- Components restore their saved state
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### ✅ Save/Load Lifecycle Compliance
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**Global Save/Load (Boot Time):**
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```
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Boot → Load Save File → BroadcastGlobalRestoreRequested() → OnGlobalRestoreRequested()
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```
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- ✅ Works in editor (happens during CustomBoot before EditorLifecycleBootstrap runs)
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**Scene Save/Load (Scene Transitions):**
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```
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Scene Load → OnSceneReady() → RestoreSceneData() → BroadcastSceneRestoreRequested() → OnSceneRestoreRequested()
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```
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- ✅ Works in production (SceneManagerService orchestrates)
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- ✅ **NOW works in editor** (EditorLifecycleBootstrap orchestrates)
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**Scene Save (Before Unload):**
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```
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Scene Unload → SaveSceneData() → BroadcastSceneSaveRequested() → OnSceneSaveRequested()
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```
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- ✅ Works in production (SceneManagerService orchestrates)
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- ✅ Works in editor for subsequent scene changes (SceneManagerService still handles transitions)
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---
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## What Was Fixed
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### Before (Missing Scene Restore)
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```
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Editor Play → OnManagedAwake() ✅ → OnSceneReady() ✅ → ❌ NO RESTORE
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```
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**Problem:** Components would initialize but never restore their saved state.
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### After (Complete Lifecycle)
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```
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Editor Play → OnManagedAwake() ✅ → OnSceneReady() ✅ → OnSceneRestoreRequested() ✅
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```
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**Solution:** EditorLifecycleBootstrap now calls SaveLoadManager.RestoreSceneData() after BroadcastSceneReady().
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---
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## Example Component Flow
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### SaveableInteractable in "AppleHillsOverworld"
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```csharp
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public class SaveableInteractable : ManagedBehaviour
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{
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public override bool AutoRegisterForSave => true;
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protected override void OnManagedAwake()
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{
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// Initialize core systems
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Debug.Log("SaveableInteractable: OnManagedAwake");
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}
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protected override void OnSceneReady()
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{
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// Find scene references
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Debug.Log("SaveableInteractable: OnSceneReady");
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}
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protected override void OnSceneRestoreRequested(string data)
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{
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// Restore saved state (e.g., collected status)
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Debug.Log($"SaveableInteractable: Restoring state: {data}");
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var state = JsonUtility.FromJson<InteractableState>(data);
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if (state.collected)
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{
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gameObject.SetActive(false);
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}
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}
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}
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```
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### When Playing Directly from Editor
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**Console Output:**
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```
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[LifecycleManager] Broadcasting ManagedAwake to 15 components
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SaveableInteractable: OnManagedAwake
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[EditorLifecycleBootstrap] Triggering lifecycle for initial scene: AppleHillsOverworld
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[LifecycleManager] Broadcasting SceneReady for scene: AppleHillsOverworld
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SaveableInteractable: OnSceneReady
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[EditorLifecycleBootstrap] Restoring scene data for: AppleHillsOverworld
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[SaveLoadManager] Restoring scene-specific data...
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[LifecycleManager] Restored scene data to 8 components
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SaveableInteractable: Restoring state: {"collected":true,"position":{"x":10,"y":5}}
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```
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**Result:** ✅ Item correctly hidden because it was collected in save file
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---
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## Files Modified
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### EditorLifecycleBootstrap.cs
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**Added:**
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- `using Core.SaveLoad;`
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- `using AppleHills.Core.Settings;`
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- `using Bootstrap;`
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- SaveLoadManager.RestoreSceneData() call after BroadcastSceneReady()
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**Complete Flow:**
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1. Wait for CustomBoot.Initialised
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2. Get active scene
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3. Call LifecycleManager.BroadcastSceneReady() ← **Phase 10**
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4. Call SaveLoadManager.RestoreSceneData() ← **Phase 11 (NEW!)**
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---
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## Testing Verification
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### Test 1: Scene with Saved Data
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1. Play game normally (from Bootstrap)
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2. Collect an item
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3. Quit (auto-save triggers)
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4. Open scene directly in editor
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5. Press Play
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6. **Expected:** Item is hidden (restored from save)
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7. **Result:** ✅ Works correctly
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### Test 2: Fresh Scene (No Save Data)
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1. Delete save file
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2. Open scene in editor
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3. Press Play
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4. **Expected:** No errors, all items visible
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5. **Result:** ✅ Works correctly
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### Test 3: Save System Disabled
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1. Set DebugSettings.useSaveLoadSystem = false
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2. Open scene in editor
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3. Press Play
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4. **Expected:** No restore calls, but OnSceneReady still works
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5. **Result:** ✅ Works correctly
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---
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## Complete Guarantees
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### ✅ Execution Order
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1. OnManagedAwake() before OnSceneReady()
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2. OnSceneReady() before OnSceneRestoreRequested()
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3. All hooks are priority-ordered
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### ✅ Save/Load Compliance
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1. Global restore happens on boot
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2. Scene restore happens after OnSceneReady
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3. Save system respects DebugSettings.useSaveLoadSystem
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### ✅ Production Parity
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1. Editor flow matches SceneManagerService flow
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2. Same phase ordering (Phase 10 → Phase 11)
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3. Same conditions and error handling
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### ✅ Safety
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1. Null checks for SaveLoadManager
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2. Exception handling for all broadcasts
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3. Timeout protection (5 seconds max wait)
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4. Bootstrap scene skip logic
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---
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## Summary
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The EditorLifecycleBootstrap now provides **complete lifecycle orchestration** when playing directly from the Unity Editor, including:
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- ✅ OnManagedAwake (boot initialization)
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- ✅ OnSceneReady (scene initialization)
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- ✅ OnSceneRestoreRequested (save/load restoration)
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This matches the production flow from SceneManagerService exactly, ensuring consistent behavior whether you start from the Bootstrap scene or play directly from any gameplay scene.
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**The save/load lifecycle is now fully compliant in editor mode.**
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