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feat: Merge upstream #5
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2994d61
add controller UI navigation/submit
JoshuaMoelans 4dc3762
fix double pause menu
JoshuaMoelans 851e6b1
pause UI navigation
JoshuaMoelans e425568
show directional arrow for gamepad
JoshuaMoelans f2df7a6
prevent UI bleed
JoshuaMoelans cf33ec9
update xbox controller pause button
JoshuaMoelans 25bf3a7
pause for switch controller
JoshuaMoelans 8729914
update readme
JoshuaMoelans 94dfd44
update readme
JoshuaMoelans 67f904c
Merge pull request #39 from getsentry/joshua/fix/ps5_controller_support
bitsandfoxes da04f2c
Merge pull request #43 from getsentry/joshua/chore/update_readme
bitsandfoxes 972bae4
Merge remote-tracking branch 'upstream/main'
bitsandfoxes 655df77
Merged upstream and made the demo an commandline argument
bitsandfoxes 0e70a6b
Merged upstream and moved demo mode into cli argument
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -1,19 +1,22 @@ | ||
| using UnityEngine; | ||
| using UnityEngine.InputSystem; | ||
|
|
||
| public class Arrow : MonoBehaviour | ||
| { | ||
| [SerializeField] private bool _forceEnable; | ||
|
|
||
| private void Awake() | ||
| { | ||
| if (_forceEnable) | ||
| { | ||
| return; | ||
| } | ||
|
|
||
| if (Application.platform != RuntimePlatform.Android && | ||
| Application.platform != RuntimePlatform.IPhonePlayer) | ||
| { | ||
| gameObject.SetActive(false); | ||
| } | ||
|
|
||
| // Show arrow on mobile platforms or when a gamepad is connected | ||
| bool shouldShowArrow = Application.platform == RuntimePlatform.Android || | ||
| Application.platform == RuntimePlatform.IPhonePlayer || | ||
| Gamepad.current != null; | ||
|
|
||
| gameObject.SetActive(shouldShowArrow); | ||
| } | ||
| } |
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Bug: The static
DemoConfigurationsingleton doesn't clear its_instanceon destroy. Scene transitions usingLoadSceneMode.Singlecan cause it to hold a dangling reference to a destroyed object.Severity: HIGH
Suggested Fix
Implement an
OnDestroy()method inDemoConfiguration.cs. Inside this method, check if the current instance_instanceis the one being destroyed, and if so, set the static_instancefield tonull. This ensures that the singleton is properly re-initialized after a scene unload.Prompt for AI Agent
Did we get this right? 👍 / 👎 to inform future reviews.