Console noise purge: deprecated-API fixes + PixelArtDevControls legacy-Input exception

MenuUi FindAnyObjectByType; GA prefabAssetPath->assetPath x2; Synty sample
FindObjectsByType overload; dead death_b field removed. Real bug caught by
the sweep: the F3 pixel-art toggle used legacy Input.GetKeyDown under
Input System-only handling -> InvalidOperationException every frame in Play.
Suite green (455).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-07 22:00:16 -07:00
parent 03fb4052e8
commit a4b6bb9dfe
7 changed files with 8 additions and 170 deletions
@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
@@ -88,7 +88,7 @@ namespace GAP_ParticleSystemController
static string GetPrefabFolder2018_3 (GameObject prefabVFX)
{
#if UNITY_EDITOR
string prefabPath = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefabVFX).prefabAssetPath;
string prefabPath = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefabVFX).assetPath;
string prefabFolderPath = Path.GetDirectoryName (prefabPath);
return prefabFolderPath;
#else
@@ -102,7 +102,7 @@ namespace GAP_ParticleSystemController
{
#if UNITY_EDITOR
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefab);
UnityEditor.PrefabUtility.SaveAsPrefabAsset(prefabStage.prefabContentsRoot, prefabStage.prefabAssetPath);
UnityEditor.PrefabUtility.SaveAsPrefabAsset(prefabStage.prefabContentsRoot, prefabStage.assetPath);
#endif
}
#endif