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    Namespace Serenity.GameGraphics.Tests.Editor.Builder

    Classes

    CreateGameGraphicsSettingsWindowMoveOutOfPackageTests

    Proves CreateGameGraphicsSettingsWindow's MoveOutOfPackage flow end to end through the window-level Serenity.Global.Infrastructure.Editor.SerenityWizardDraftLifecycle`1 draft. A package-path target seeded via FromExisting, with one unrelated field edited, must move to the project folder, leave no copy at the package path, preserve its GUID, and keep every field but the edited one.

    CreateGameGraphicsSettingsWindowRealRunDriver

    Runs CreateGameGraphicsSettingsWindow for real: a graphics settings asset is created in the fixture folder, picked as the window's target and updated in place — the shape CreateGameGraphicsSettingsWindowUpdateInPlaceTests drives.

    CreateGameGraphicsSettingsWindowReloadSafetyTests

    EditMode tests proving CreateGameGraphicsSettingsWindow re-attaches to its surviving scratch draft after a domain reload instead of rebuilding from disk and losing unsaved edits. A real script recompile cannot be driven from this suite, so Serenity.GameGraphics.Installation.Settings.Editor.Builder.CreateGameGraphicsSettingsWindow.SimulateDomainReloadForTests reproduces only what a reload leaves behind — see that seam's own remarks for what stays unverified. Mirrors CreateSystemConfigurationSettingsWindowReloadSafetyTests.

    CreateGameGraphicsSettingsWindowUpdateInPlaceTests

    Proves CreateGameGraphicsSettingsWindow against the shared UpdateInPlaceRoundTripContract: reopening the wizard on an already-configured asset and confirming with zero edits must leave every field untouched, DefaultIsFullScreen included. Mirrors CreateSystemConfigurationSettingsWindowUpdateInPlaceTests.

    GameGraphicsSettingsCreatorTests

    EditMode tests for GameGraphicsSettingsCreator. Every test targets fixture assets under a private temp folder via Input.OutputFolderPath (and, for the settings asset itself, its explicit path test seam, plus Input.DefinitionSearchFolder for binding-key resolution) — the real project's own shipped UnityGameGraphicsSettings and Graphics_* definition assets under Assets/Serenity/Media/GameGraphics/ and Assets/Serenity/Media/GameSettings/ are never read as a resolution target, so these tests stay hermetic regardless of what the project already ships.

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