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    Namespace Serenity.InitializationPipeline.Infrastructure.BootFailure

    Classes

    SerenityBootFailureReporter

    The one surface a boot that did not go cleanly reaches the player and the game code through. Deliberately depends on nothing Serenity installs: the failure may BE the UI system's own install, so this uses only UnityEngine.Debug and a bare UnityEngine.GameObject it creates itself.

    Both verdicts are reported. A HALTED boot stopped and nothing after the failing task ran. A DEGRADED boot reached a playable game with the optional subsystems whose install tasks failed missing. Every build raises BootCompletedWithFailures with the outcome — a consumer reads Halted to tell them apart — and writes one error log naming each failed task. The Editor and development builds additionally get UnityBootFailureOverlayComponent: blocking for a halt, a non-blocking notice for a degraded boot, because there is no console to read on a device.

    UnityBootFailureOverlayComponent

    The minimal on-screen message a boot that did not go cleanly leaves behind, drawn with legacy IMGUI because that is the only drawing path that needs no camera, no canvas and no Serenity service — the failure may be the UI system's own install, so anything richer could fail with it. A halted boot takes the screen; a degraded one draws a strip at the top and leaves the running game visible under it.

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