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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/cache
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/project.local.yml
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# the name by which the project can be referenced within Serena/when chatting with the LLM.
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project_name: "Project-M"
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# list of languages for which language servers are started (LSP backend only); choose from:
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# ada al angular ansible bash
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# bsl clojure cpp cpp_ccls crystal
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# csharp csharp_omnisharp cue dart elixir
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# elm erlang fortran fsharp gdscript
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# go groovy haskell haxe hlsl
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# html java json julia kotlin
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# latex lean4 lua luau markdown
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# matlab msl nix ocaml pascal
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# perl php php_phpactor php_phpantom powershell
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# python python_jedi python_pyrefly python_ty r
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# rego ruby ruby_solargraph rust scala
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# scss solidity svelte swift systemverilog
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# terraform toml typescript typescript_vts vue
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# yaml zig
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# (This list may be outdated; generated with scripts/print_language_list.py;
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# For the current list, see values of Language enum here:
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# https://github.com/oraios/serena/blob/main/src/solidlsp/ls_config.py)
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# For some languages, there are alternative language servers, e.g. csharp_omnisharp, ruby_solargraph.)
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# Note:
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# - For C, use cpp
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# - For JavaScript, use typescript
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# - For Angular projects, use angular (subsumes typescript+html; requires `npm install` in the project root)
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# - For Svelte projects, use svelte (subsumes typescript/javascript for .svelte projects; requires npm)
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# - For SCSS / Sass / plain CSS, use scss (some-sass-language-server handles all three)
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# - For Free Pascal/Lazarus, use pascal
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# Special requirements:
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# Some languages require additional setup/installations.
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# See here for details: https://oraios.github.io/serena/01-about/020_programming-languages.html#language-servers
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# When using multiple languages, the first language server that supports a given file will be used for that file.
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# The first language is the default language and the respective language server will be used as a fallback.
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# Note that when using the JetBrains backend, language servers are not used and this list is correspondingly ignored.
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languages:
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- csharp
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# the encoding used by text files in the project
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# For a list of possible encodings, see https://docs.python.org/3.11/library/codecs.html#standard-encodings
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encoding: "utf-8"
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# line ending convention to use when writing source files.
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# Possible values: unset (use global setting), "lf", "crlf", or "native" (platform default)
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# This does not affect Serena's own files (e.g. memories and configuration files), which always use native line endings.
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line_ending:
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# The language backend to use for this project.
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# If not set, the global setting from serena_config.yml is used.
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# Valid values: LSP, JetBrains
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# Note: the backend is fixed at startup. If a project with a different backend
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# is activated post-init, an error will be returned.
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language_backend:
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# whether to use project's .gitignore files to ignore files
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ignore_all_files_in_gitignore: true
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# advanced configuration option allowing to configure language server-specific options.
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# Maps the language key to the options.
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# The settings are considered only if the project is trusted (see global configuration to define trusted projects).
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# See https://oraios.github.io/serena/02-usage/050_configuration.html#language-server-specific-settings
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ls_specific_settings: {}
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# list of additional paths to ignore in this project.
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# Same syntax as gitignore, so you can use * and **.
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# Note: global ignored_paths from serena_config.yml are also applied additively.
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ignored_paths: []
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# whether the project is in read-only mode
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# If set to true, all editing tools will be disabled and attempts to use them will result in an error
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# Added on 2025-04-18
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read_only: false
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# list of tool names to exclude.
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# This extends the existing exclusions (e.g. from the global configuration)
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# Find the list of tools here: https://oraios.github.io/serena/01-about/035_tools.html
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excluded_tools: []
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# list of tools to include that would otherwise be disabled (particularly optional tools that are disabled by default).
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# This extends the existing inclusions (e.g. from the global configuration).
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# Find the list of tools here: https://oraios.github.io/serena/01-about/035_tools.html
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included_optional_tools: []
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# fixed set of tools to use as the base tool set (if non-empty), replacing Serena's default set of tools.
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# This cannot be combined with non-empty excluded_tools or included_optional_tools.
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# Find the list of tools here: https://oraios.github.io/serena/01-about/035_tools.html
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fixed_tools: []
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# list of mode names that are to be activated by default, overriding the setting in the global configuration.
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# The full set of modes to be activated is base_modes (from global config) + default_modes + added_modes.
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# If the setting is undefined/empty, the default_modes from the global configuration (serena_config.yml) apply.
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# Otherwise, this overrides the setting from the global configuration (serena_config.yml).
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# Therefore, you can set this to [] if you do not want the default modes defined in the global config to apply
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# for this project.
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# This setting can, in turn, be overridden by CLI parameters (--mode).
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# See https://oraios.github.io/serena/02-usage/050_configuration.html#modes
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default_modes:
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# list of mode names to be activated additionally for this project, e.g. ["query-projects"]
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# The full set of modes to be activated is base_modes (from global config) + default_modes + added_modes.
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# See https://oraios.github.io/serena/02-usage/050_configuration.html#modes
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added_modes:
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# initial prompt for the project. It will always be given to the LLM upon activating the project
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# (contrary to the memories, which are loaded on demand).
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initial_prompt: ""
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# time budget (seconds) per tool call for the retrieval of additional symbol information
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# such as docstrings or parameter information.
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# This overrides the corresponding setting in the global configuration; see the documentation there.
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# If null or missing, use the setting from the global configuration.
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symbol_info_budget:
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# list of regex patterns which, when matched, mark a memory entry as read‑only.
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# Extends the list from the global configuration, merging the two lists.
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read_only_memory_patterns: []
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# list of regex patterns for memories to completely ignore.
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# Matching memories will not appear in list_memories or activate_project output
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# and cannot be accessed via read_memory or write_memory.
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# To access ignored memory files, use the read_file tool on the raw file path.
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# Extends the list from the global configuration, merging the two lists.
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# Example: ["_archive/.*", "_episodes/.*"]
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ignored_memory_patterns: []
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# optional shell command to run before the language backend (LSP or JetBrains) is initialised.
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# the command runs in the project root directory and is only executed if the project is trusted
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# (see trusted_project_path_patterns in the global configuration).
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# serena waits for the command to exit: a non-zero exit code is logged as an error but does not
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# abort activation. a per-project timeout (activation_command_timeout, default 180s) is the safety
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# backstop for non-terminating commands; on expiry the process is killed and activation continues.
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# example: activation_command: "npx nx run-many -t build"
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activation_command:
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# maximum time in seconds to wait for activation_command to complete before killing it (default 180s).
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# must be a positive number.
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activation_command_timeout: 180.0
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# list of additional workspace folder paths for cross-package reference support.
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# Paths can be absolute or relative to the project root.
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# Each folder is registered as an LSP workspace folder, enabling language servers to discover
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# symbols and references across package boundaries, but these folders are not indexed by Serena,
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# i.e. the respective symbols will not be found using Serena's symbol search tools.
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# Example:
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# additional_workspace_folders:
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# - ../sibling-package
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# - ../shared-lib
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ls_additional_workspace_folders: []
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# list of workspace folder paths (LSP backend only).
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# These folders will be used to build up Serena's symbol index.
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# Paths must be within the project root and should thus be relative to the project root.
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# Furthermore, the paths should not be filtered by ignore settings.
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# Default setting: The entire project root folder (".") is considered.
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# In (large) monorepos, this can be used to index only subfolders of the project root, e.g.
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# ls_workspace_folders:
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# - "./subproject1"
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# - "./subproject2"
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ls_workspace_folders:
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- .
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+3
-3
@@ -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 System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using System.IO;
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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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static string GetPrefabFolder2018_3 (GameObject prefabVFX)
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{
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{
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#if UNITY_EDITOR
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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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string prefabFolderPath = Path.GetDirectoryName (prefabPath);
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return prefabFolderPath;
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return prefabFolderPath;
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#else
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#else
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@@ -102,7 +102,7 @@ namespace GAP_ParticleSystemController
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{
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{
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefab);
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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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#endif
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}
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}
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#endif
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#endif
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@@ -33,7 +33,7 @@ namespace Synty.Interface.SciFiSoldierHUD.Samples
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private void GetSliders()
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private void GetSliders()
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{
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{
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#if UNITY_2022_1_OR_NEWER
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#if UNITY_2022_1_OR_NEWER
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sliders = FindObjectsByType<Slider>(FindObjectsInactive.Exclude, FindObjectsSortMode.None).ToList();
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sliders = FindObjectsByType<Slider>(FindObjectsInactive.Exclude).ToList();
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#else
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#else
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sliders = FindObjectsOfType<Slider>().ToList();
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sliders = FindObjectsOfType<Slider>().ToList();
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#endif
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#endif
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/*
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/*
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* POLYGON DOG ANIMATION SCRIPT
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* POLYGON DOG ANIMATION SCRIPT
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* DESCRIPTION: This script demonstrates the range of animations and Prefabs included in
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* DESCRIPTION: This script demonstrates the range of animations and Prefabs included in
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* Polygon Dog which can be customized for the users preference. Please attach this to the
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* Polygon Dog which can be customized for the users preference. Please attach this to the
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@@ -83,7 +83,6 @@ public class POLYGON_DogAnimationController : MonoBehaviour
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public float timeRemaining = 1.0f;
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public float timeRemaining = 1.0f;
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private int countDown = 1;
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private int countDown = 1;
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bool Movement_f;
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bool Movement_f;
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bool death_b = false;
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bool Sleep_b = false;
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bool Sleep_b = false;
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bool Sit_b = false;
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bool Sit_b = false;
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private float w_movement = 0.0f; // Run value
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private float w_movement = 0.0f; // Run value
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@@ -52,7 +52,8 @@ namespace ProjectM.Client
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void Update()
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void Update()
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{
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{
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if (Input.GetKeyDown(KeyCode.F3))
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var kb = UnityEngine.InputSystem.Keyboard.current; // legacy Input throws under active Input System handling
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if (kb != null && kb.f3Key.wasPressedThisFrame)
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_open = !_open;
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_open = !_open;
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}
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}
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@@ -27,7 +27,7 @@ namespace ProjectM.Client
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public static void EnsureEventSystem()
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public static void EnsureEventSystem()
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{
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{
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if (UnityEngine.Object.FindFirstObjectByType<EventSystem>() != null) return;
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if (UnityEngine.Object.FindAnyObjectByType<EventSystem>() != null) return;
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var go = new GameObject("EventSystem");
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var go = new GameObject("EventSystem");
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go.AddComponent<EventSystem>();
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go.AddComponent<EventSystem>();
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go.AddComponent<InputSystemUIInputModule>();
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go.AddComponent<InputSystemUIInputModule>();
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Block a user