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>
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@@ -1,4 +1,4 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.IO;
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@@ -88,7 +88,7 @@ namespace GAP_ParticleSystemController
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static string GetPrefabFolder2018_3 (GameObject prefabVFX)
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{
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#if UNITY_EDITOR
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string prefabPath = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefabVFX).prefabAssetPath;
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string prefabPath = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefabVFX).assetPath;
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string prefabFolderPath = Path.GetDirectoryName (prefabPath);
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return prefabFolderPath;
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#else
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@@ -102,7 +102,7 @@ namespace GAP_ParticleSystemController
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{
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#if UNITY_EDITOR
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var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefab);
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UnityEditor.PrefabUtility.SaveAsPrefabAsset(prefabStage.prefabContentsRoot, prefabStage.prefabAssetPath);
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UnityEditor.PrefabUtility.SaveAsPrefabAsset(prefabStage.prefabContentsRoot, prefabStage.assetPath);
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#endif
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}
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#endif
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