1.0.2
Bug fixes and editor UX polish.
- Type selector: the search field now takes keyboard focus the moment the dropdown opens, so you can start typing without clicking it first.
StableRefList: fixed a freeze and assertion when adding an element while multiple objects were selected. Elements are now added per selected target instead of through the shared multi-objectSerializedObject.- Copy/paste and Duplicate now preserve
UnityEngine.Objectreferences nested inside deeper StableRef values (aStableRef/StableRefListwithin a value) instead of dropping them. - Find Usages and Fix Missing Types only scan scenes that are already open in the editor (including unsaved/
Untitledscenes and scenes outsideAssets/) — neither one opens or closes scenes on your behalf. Open the scenes you want checked, then run the scan. - Fix All Missings no longer opens or closes scenes either. If a broken reference was found in a scene that's since been closed, it's skipped (with a warning naming how many closed scenes were skipped) instead of being reopened just to save the fix — open the scene and re-scan to fix it. This removes the last place scene load/unload could happen as a side effect of using these tools.
- Find Usages always shows the Prefabs / Active Scenes / Scriptable Objects headers, with a "No usages found" line under any category that had no results, so it's clear which sources were searched.
StableRefTypeRegistry: a type that fails to resolve to a stable ID (most commonly because it shares a script file with other classes, soMonoScript.GetClass()can't match it) is now cached as unresolved, mirroring the existing ID→type cache. Previously a failed lookup ranAssetDatabase.FindAssetsagain on every single OnGUI repaint, which caused severe lag inStableRefList— most noticeably while dragging to reorder or right after assigning a value — once several such classes piled up in one file.- Type selector dropdown no longer lists types that can't get a stable ID, so it's no longer possible to create new broken/laggy references through the picker. Give each affected class its own file (filename matching the class name) or add
[StableTypeId]to make it selectable again. - A one-time
Debug.LogWarningnow points out exactly which type failed ID resolution and why, instead of silently hiding it from the picker.
Full Changelog: 1.0.1...1.0.2