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Install prepared original HUD caches and report resolved asset paths
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# Original HUD installation
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The runtime reads both caches from the selected `--assets` directory:
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| HUD | Default manifest | Optional development override |
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| --- | --- | --- |
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| Trick scoring | `private/hud/runtime/trickdisplay.json` | `SKATE_SCORING_HUD_ROOT` |
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| Session marker | `private/session-marker/hud.json` | `SKATE3_SESSION_MARKER_OVERLAY` |
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Merging HUD code does not install ignored, extracted game assets. Earlier feature
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launchers used private caches through environment overrides; the combined build
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with only `--assets` could not find either cache. Setup now prepares both with
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the existing extractors. The marker extractor defaults to the vendored UI toolkit;
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the external `--ui-toolkit` argument remains supported.
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For an existing installation, reuse prepared caches without reconverting maps:
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```powershell
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python tools/install_prepared_hud.py --assets <installed-assets> --scoring-cache <prepared-scoring-cache> --marker-cache <prepared-marker-overlay>
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```
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This validates both manifests and referenced texture sizes before copying any
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files, checks available marker texture hashes, and verifies byte-identical copies.
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It refuses differing installed files unless `--replace` is supplied. It installs
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only the runtime files, preserving authored geometry, fonts, images and actions.
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No copyrighted assets are committed or bundled with the source.
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If no prepared caches exist, prepare only the two HUDs from the owned game folder:
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```powershell
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python tools/prepare_hud.py --game <owned-game> --output <installed-assets>/private/hud --collections <installed-assets>/private/stock/skater-collections.json
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python tools/extract_session_marker.py --game <owned-game> --output <installed-assets>/private/session-marker
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```
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Startup logs report the loaded paths or a load failure. Check the executable and
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asset paths in the launcher as well: `PLAY.bat` delegates to `Launch.ps1`, which
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selects `bin/skate3rust.exe`, not a feature build elsewhere in `bin`.
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Session-marker prompts appear while holding LB during gameplay; they are not an
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always-visible panel. Scoring follows the original trickdisplay movie. Its camera
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renders layer 31 offscreen before the presentation UI; the marker camera renders
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layer 29 at order 1 after presentation. The existing scoring startup dependency
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on `PresentationSetup` must be retained. Neither HUD uses the world mesh layers.
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The installation repair and release compilation do not establish GPU visibility
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or gameplay parity. Manual checks remain: resume gameplay, hold LB for the marker
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panel, and perform and land a trick for the scoring display.
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