Release 2.1.2 - #35
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GUID:ffab5256b265d45fa9fb86697af7ee2b resolves to no .asmdef anywhere in this repo or Library/PackageCache. The other two GUIDs in this reference list (Addressables, Addressables.Editor) are confirmed live; this third one was orphaned, likely from a removed dependency. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…tency Bumps to 2.1.2 (published at 2.1.1; this is a real release, not a fold). - README: converged repository links on the actual origin (github.com/CoderGamester/Services) -- was inconsistently mixed with com.gamelovers.services, which is not this repo's name. Also fixed the cross-package GameData link (actual origin is Unity-GameData). - package.json: ServicesPlayground sample description no longer claims the UI is built programmatically -- it ships as a hand-authored prefab with a [SerializeField]-wired driver script. - Renamed Tests/EditMode/GameLovers.Services.Tests.asmdef to GameLovers.Services.Editor.Tests.asmdef to match its own `name` field; GUID preserved via git mv on the paired .meta. - Tests/PlayMode/GameLovers.Services.Tests.Playmode.asmdef no longer sets autoReferenced: true (was the only test asmdef in the repo doing so). Verified safe: the Test Runner discovers test assemblies via the UNITY_INCLUDE_TESTS define constraint, independent of autoReferenced -- full PlayMode suite still finds and runs this assembly's tests (305/305 passing, same count as before the change). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The sample uses #if ENABLE_INPUT_SYSTEM and UnityEngine.InputSystem.UI types while relying on Assembly-CSharp, which AGENTS.md 19 disallows. No editor asmdef is needed here -- the sample ships no editor scripts. References GameLovers.GameData directly. That one is not obvious: the sample reaches floatP through GameLovers.Services, but asmdef references are not transitive, so it fails with CS0012 without the direct reference. Caught by compiling the sample rather than by eyeballing the reference list -- Samples~ is invisible to Unity, so it was copied into Assets/ to build. Final state: 0 errors, 0 warnings. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Under Active Input Handling = "Input System Package (New)" the swap destroyed the scene's StandaloneInputModule and added an InputSystemUIInputModule via AddComponent, which leaves its actions unassigned. An unassigned module processes no input at all -- silently, with nothing logged -- so every button in the sample was dead. AssignDefaultActions() wires the default UI action map. Found while driving the sibling uiservice UrpRendering sample through the Unity MCP: buttons rendered, reported interactable, and did nothing on click. This sample shares the same helper, copied from it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Fixed:
Tests/EditMode/GameLovers.Services.Tests.asmdeftoGameLovers.Services.Editor.Tests.asmdefto match its ownnamefield (GameLovers.Services.Editor.Tests); GUID preserved viagit mvon the paired.meta.Tests/PlayMode/GameLovers.Services.Tests.Playmode.asmdefno longer setsautoReferenced: true(was the only test asmdef in the repo doing so). Test discovery is unaffected — the Test Runner finds test assemblies via theUNITY_INCLUDE_TESTSdefine constraint, independent ofautoReferenced.Docs:
Samples~/ServicesPlayground'spackage.jsondescription no longer claims the sample UI "is built programmatically" — it ships as a hand-authored prefab (ServicesPlaygroundUI.prefab) with a[SerializeField]-wired driver script.README.md's repository links on the actual origin.