This will be a busy log. Partly because I did not take the time yesterday to log stuff. Yesterday, I learned that interface inheritance does not work like I thought at all. For interfaces, the components "bleed" through to the sub interfaces. So if you have an identically named field in a sub interface, the compiler says to add new because you're hiding the base property, but it's not really hiding it because you are still expected to implement the parts of the property that are hidden. In contrast, if you do this in a class, it truly hides it. This is the expected behavior.

Found a strange issue with Unity. I think they changed something with how Components are treated on the scene graph under the hood. The link for this at the bottom.


Unity API turd.
Article about identifying assets in bundles.
Property bleeding code snippet.

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