v0.3.54 — Find UI and logs in the right scope
Why this matters
Real Unity projects often load several scenes, run a bootstrap scene, or use a log file different from the host default. A tool that searches only the active scene or the wrong log can return a confident but incorrect “not found”.
What this gives you
- UI queries and clicks can search all loaded scenes, a named scene, and DontDestroyOnLoad objects, with the searched scope reported in every result.
- A target that exists outside the requested scope is distinguished from a target that does not exist anywhere.
- Console searches can start at Play Mode, bridge-generation, or request anchors, so you can answer “did this operation log it?” without reading old sessions.
- The tool identifies which Editor.log lane it actually read and warns when the log is stale, rotated, or not written by the live editor.
- Refresh, compile, and test results now say whether post-settle evidence is confirmed, deferred during Play Mode, or still busy.
- Screenshots and common operation responses use compact envelopes by default, while the full payload remains available on request.
- Batch compile reports which projects are blocked by a live editor instead of calling them compile failures.
Validation
- Scope, anchor, stale-log, trust-class, compact-envelope, and batch-rollup contracts are covered by host and Unity regression tests.