| {"id": "godot_Orama-Interactive_Pixelorama_1499", "domain": "godot", "repo": "Orama-Interactive/Pixelorama", "repo_url": "https://github.com/Orama-Interactive/Pixelorama", "issue_number": 1499, "issue_url": "https://github.com/Orama-Interactive/Pixelorama/issues/1499", "license": "MIT", "title": "When bucket filling multiple frames - onion skin preview should preview the selected frames", "labels": ["bug"], "type": "issue_fix", "prompt": "Repo: Orama-Interactive/Pixelorama\nEngine domain: godot\nLicense: MIT\nLanguage: GDScript\nIssue #1499: When bucket filling multiple frames - onion skin preview should preview the selected frames\nLabels: bug\n\nIssue body:\n**Pixelorama version:**\nlatest\n\n**Where did you download Pixelorama from?**\nitchio\n\n**OS/device including version:**\nlinux manjaro\n\n**Issue description:**\nThe multiframe bucket fill feature is amazing, but it has one flaw. When you select multiple frames to affect, and you are using the bucket tool - the display doesnt automatically preview what the bucket tool will do. Its just using whatever onion skin settings you have if you had that turned on.\nAnd you might not have that turned on and without knowing fill multiple frames.\n\nI kind of expect the display to switch automatically the onion skin and set it to the frames you have selected - if you are using the bucket tool \n\n**Steps to reproduce:**\nSelect multiple frames, turn off any onion skin, fill an area. You have now filled several frames bilndly without any preview\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["godot", "gdscript", "node", "scene", "signal", "export", "area2d", "characterbody", "When", "bucket", "filling", "multiple"]} | |
| {"id": "godot_Orama-Interactive_Pixelorama_415", "domain": "godot", "repo": "Orama-Interactive/Pixelorama", "repo_url": "https://github.com/Orama-Interactive/Pixelorama", "issue_number": 415, "issue_url": "https://github.com/Orama-Interactive/Pixelorama/issues/415", "license": "MIT", "title": "Bad performance on large canvases when the grid is enabled", "labels": ["performance issue"], "type": "issue_fix", "prompt": "Repo: Orama-Interactive/Pixelorama\nEngine domain: godot\nLicense: MIT\nLanguage: GDScript\nIssue #415: Bad performance on large canvases when the grid is enabled\nLabels: performance issue\n\nIssue body:\n**Pixelorama version:**\n\n**OS/device including version:**\n\n**Issue description:**\n\n**Steps to reproduce:**\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["godot", "gdscript", "node", "scene", "signal", "export", "area2d", "characterbody", "performance", "large", "canvases", "when"]} | |
| {"id": "godot_dialogic-godot_dialogic_2762", "domain": "godot", "repo": "dialogic-godot/dialogic", "repo_url": "https://github.com/dialogic-godot/dialogic", "issue_number": 2762, "issue_url": "https://github.com/dialogic-godot/dialogic/issues/2762", "license": "MIT", "title": "The names of the characters do not appear", "labels": [], "type": "issue_fix", "prompt": "Repo: dialogic-godot/dialogic\nEngine domain: godot\nLicense: MIT\nLanguage: GDScript\nIssue #2762: The names of the characters do not appear\nLabels: none\n\nIssue body:\nI'm working on a VN Test game,,, but when I do \"Play timeline\", the character names appear only 1 time and then never again.\n\nI tried several solutions (including making hide_when_empty \"false\"), but nothing.\n\n(Photo of the fact that the names are present ):\n<img width=\"3072\" height=\"4080\" alt=\"Image\" src=\"https://github.com/user-attachments/assets/cbc6cc3c-5e62-48b5-956c-6a7f49285dfd\" />\n\n<img width=\"3072\" height=\"4080\" alt=\"Image\" src=\"https://github.com/user-attachments/assets/592ed52b-7c93-43c1-83b1-d8ba4c38e7de\" />\n\n(Timeline):\n<img width=\"3072\" height=\"4080\" alt=\"Image\" src=\"https://github.com/user-attachments/assets/6e39d9c9-b2f0-4b8f-bcfc-637ab51d6273\" />\n\n(The bug):\n<img width=\"3072\" height=\"4080\" alt=\"Image\" src=\"https://github.com/user-attachments/assets/3fc893a4-d036-43de-9e9d-08236f61f8fa\" />\n\nWhat should I do?\n\nI use Windows 11;\nMy version of Godot is: 4.6.2. stable;\n\nIf anyone knows what I can do, please let me know.\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["godot", "gdscript", "node", "scene", "signal", "export", "area2d", "characterbody", "names", "characters", "appear"]} | |
| {"id": "godot_dialogic-godot_dialogic_2761", "domain": "godot", "repo": "dialogic-godot/dialogic", "repo_url": "https://github.com/dialogic-godot/dialogic", "issue_number": 2761, "issue_url": "https://github.com/dialogic-godot/dialogic/issues/2761", "license": "MIT", "title": "Can't export as html game", "labels": [], "type": "issue_fix", "prompt": "Repo: dialogic-godot/dialogic\nEngine domain: godot\nLicense: MIT\nLanguage: GDScript\nIssue #2761: Can't export as html game\nLabels: none\n\nIssue body:\nI can't export my game , I mean technically yes I could but it's just a blank screen what do I have to do please help (I tried to put addons file in zip file with my game too but it is exceeding itch.io's 1000 file limit and I also tried to make godot see dialogic as the file that should be used but it didn't change anything)\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["godot", "gdscript", "node", "scene", "signal", "export", "area2d", "characterbody", "export", "html", "game"]} | |
| {"id": "godot_nathanhoad_godot_dialogue_manager_1198", "domain": "godot", "repo": "nathanhoad/godot_dialogue_manager", "repo_url": "https://github.com/nathanhoad/godot_dialogue_manager", "issue_number": 1198, "issue_url": "https://github.com/nathanhoad/godot_dialogue_manager/issues/1198", "license": "MIT", "title": "Left sidebar of the dialogue editor is clipped/hidden on smaller screens", "labels": ["bug"], "type": "issue_fix", "prompt": "Repo: nathanhoad/godot_dialogue_manager\nEngine domain: godot\nLicense: MIT\nLanguage: GDScript\nIssue #1198: Left sidebar of the dialogue editor is clipped/hidden on smaller screens\nLabels: bug\n\nIssue body:\n**Describe the bug**\n\nOn smaller displays, the left sidebar panel of the Dialogue editor (which contains the file list / titles list) is partially or fully obscured. The panel appears to be pushed behind or underneath the main editor layout, making it inaccessible without resizing the window.\n\n**Affected version**\n\n- Dialogue Manager version: 3.10.4\n- Godot version:4.6.2\n\n**Screenshots**\n\n<img width=\"2560\" height=\"1613\" alt=\"Image\" src=\"https://github.com/user-attachments/assets/4cb1eda1-8ff5-42f2-9112-a421ebdba6e1\" />\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["godot", "gdscript", "node", "scene", "signal", "export", "area2d", "characterbody", "Left", "sidebar", "dialogue", "editor"]} | |
| {"id": "godot_nathanhoad_godot_dialogue_manager_1197", "domain": "godot", "repo": "nathanhoad/godot_dialogue_manager", "repo_url": "https://github.com/nathanhoad/godot_dialogue_manager", "issue_number": 1197, "issue_url": "https://github.com/nathanhoad/godot_dialogue_manager/issues/1197", "license": "MIT", "title": "Circular import chain causes permanent deadlock when all .tres files are missing simultaneously", "labels": ["bug"], "type": "issue_fix", "prompt": "Repo: nathanhoad/godot_dialogue_manager\nEngine domain: godot\nLicense: MIT\nLanguage: GDScript\nIssue #1197: Circular import chain causes permanent deadlock when all .tres files are missing simultaneously\nLabels: bug\n\nIssue body:\n**Describe the bug**\n\nWhen dialogue files form a circular import chain (e.g. `A → B → A`, or longer `A → B → C → A`), a deadlock occurs if all `.godot/imported/*.tres` files for those dialogue files are absent at the same time — for example, after deleting `.godot/`.\n\n**Affected version**\n\n- Dialogue Manager version: 3.10.4\n- Godot version:4.6.2\n\n**To Reproduce**\nSteps to reproduce the behavior:\n\n1. Create two dialogue files that mutually import each other (A imports B, B imports A)\n2. Delete the `.godot/` folder (or simulate a fresh clone where `.tres` files don't exist yet)\n3. Re-open the project in the Godot editor and let it reimport\n\n**Note:** If the files are created *incrementally* (A first, then B), each file already has a valid `.tres` by the time the next one is imported, so no deadlock occurs. The issue only manifests when **all `.tres` files in the cycle are missing at the same time**.\n\ntry this:\n\n[1.zip](https://github.com/user-attachments/files/27423058/1.zip)\n\n**Expected behavior**\n\nAll dialogue files in the cycle should eventually resolve successfully — either through multiple reimport passes, or by falling back to a partial `.tres` — without requiring manual intervention.\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["godot", "gdscript", "node", "scene", "signal", "export", "area2d", "characterbody", "Circular", "import", "chain", "causes"]} | |
| {"id": "godot_ramokz_phantom-camera_649", "domain": "godot", "repo": "ramokz/phantom-camera", "repo_url": "https://github.com/ramokz/phantom-camera", "issue_number": 649, "issue_url": "https://github.com/ramokz/phantom-camera/issues/649", "license": "MIT", "title": "Enabling the Phantom Camera plugin forces the godot editor to constantly redraw", "labels": [], "type": "issue_fix", "prompt": "Repo: ramokz/phantom-camera\nEngine domain: godot\nLicense: MIT\nLanguage: GDScript\nIssue #649: Enabling the Phantom Camera plugin forces the godot editor to constantly redraw\nLabels: none\n\nIssue body:\n### Issue description\n\nWhen enabling the Phantom Camera plugin, the editor will never stop redrawing itself causing a constant high GPU usage even when a empty scene is open with no camera.\n\nSystem Inforamtion:\nGodot v4.6.2.stable - Windows 11 (build 26200) - Multi-window, 2 monitors - Direct3D 12 (Mobile) - dedicated NVIDIA GeForce RTX 4060 Laptop GPU (NVIDIA; 32.0.15.9636) - AMD Ryzen 9 8945HS w/ Radeon 780M Graphics (16 threads) - 15.29 GiB memory\n\n### Steps to reproduce\n\n1. In a new empty project\n2. Enable the Update spinner in Editor Settings > Interface > Editor > Show Update Spinned > Enabled\n3. Install the Phantom Camera plugin\n4. Enable the Phatom Camera plugin in project settings > Plugins\n5. Observe the update spinner in the right hand corner of the Editor constantly spinning\n6. Observe the GPU utilisation increase and never lower in the Windows task manager\n\n### (Optional) Minimal reproduction project\n\n_No response_\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["godot", "gdscript", "node", "scene", "signal", "export", "area2d", "characterbody", "Enabling", "Phantom", "Camera", "plugin"]} | |
| {"id": "godot_ramokz_phantom-camera_648", "domain": "godot", "repo": "ramokz/phantom-camera", "repo_url": "https://github.com/ramokz/phantom-camera", "issue_number": 648, "issue_url": "https://github.com/ramokz/phantom-camera/issues/648", "license": "MIT", "title": "Jittering on high FPS monitors when Physics Interpolation is ON", "labels": ["phantom camera", "3D", "Third Person Follow"], "type": "issue_fix", "prompt": "Repo: ramokz/phantom-camera\nEngine domain: godot\nLicense: MIT\nLanguage: GDScript\nIssue #648: Jittering on high FPS monitors when Physics Interpolation is ON\nLabels: phantom camera, 3D, Third Person Follow\n\nIssue body:\n### Issue description\n\nHello, I found that there is a high ammount of jitter when moving the camera if physics interpolation is ON.\nI think its not visible on 60hz monitors but its very noticable on my 240hz monitor, I'm recorded this video showing the jitter \n\nI'm recording these with the slowmotion mode on my phone so its visible!\n\nhttps://github.com/user-attachments/assets/f9b70855-8e26-41cf-8dad-40b8028be1ec\n\nthis is the third person follow example that comes with the addon, the only thing I changed was turning physics interpolation ON, I assume fine to do that since its recomended in the addon documentation \nhttps://phantom-camera.dev/support/faq#i-m-seeing-jitter-what-can-i-do\n\nI'm on Godot 4.6\n\n### Steps to reproduce\n\nTurn on physics interpolation, run the 3d_follow_third_person_example_scene.tscn scene and move the camera around.\n\n### (Optional) Minimal reproduction project\n\n_No response_\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["godot", "gdscript", "node", "scene", "signal", "export", "area2d", "characterbody", "Jittering", "high", "monitors", "when"]} | |
| {"id": "unity_icsharpcode_ILSpy_3729", "domain": "unity", "repo": "icsharpcode/ILSpy", "repo_url": "https://github.com/icsharpcode/ILSpy", "issue_number": 3729, "issue_url": "https://github.com/icsharpcode/ILSpy/issues/3729", "license": "MIT", "title": "Decompilation error for Struct constructors defined in missing libraries", "labels": ["Bug", "Decompiler"], "type": "issue_fix", "prompt": "Repo: icsharpcode/ILSpy\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #3729: Decompilation error for Struct constructors defined in missing libraries\nLabels: Bug, Decompiler\n\nIssue body:\n### Input code\n\nCreate a new dotnet project called `App.csproj` with this code:\n```cs\npublic class Program\n{\n\tpublic void TestConstructor()\n\t{\n\t\tLibrary1.MyStruct c = new Library1.MyStruct(4);\n\t\tSystem.Console.WriteLine(\"Test new struct: \" + c);\n\t}\n}\n```\nMake a separate library project with this struct:\n```cs\nnamespace Library1\n{\n\tpublic struct MyStruct\n\t{\n\t\tpublic int x;\n\t\tpublic MyStruct(int x)\n\t\t{\n\t\t\tthis.x = x;\n\t\t}\n\t}\n}\n```\n\nAdd a reference from the main `App` project to the `Library1` project, \nthen compile the solution, \nthen copy ONLY the `App.dll` without the `Library1.dll` to another folder\n(this is very important, otherwise the error won't reproduce).\nLoad the `App.dll` in ILSpy and ensure that `Library1.dll` is not listed in ILSpy's assembly list \neven after expanding the `App.Program` class in the tree view, \nif it does show `Library1`, remove it from the list \nand ensure that dll is not next to the `App.dll` in the same folder.\n\nThen open the `App.dll > Program > TestConstructor` in ILSpy to see the generated code.\nIt fails in both the desktop app or the vscode extension.\n\n### Erroneous output\n```c#\npublic class Program\n{\n\tpublic unsafe void TestConstructor()\n\t{\n\t\tMyStruct val = default(MyStruct);\n\t\t((MyStruct)(ref val))..ctor(4);\n\t\t// ((MyStruct)(ref val))._002Ector(4); // <<< NOTE: If you save it as code instead of just previewing the code, it will show this line instead.\n\t\tConsole.WriteLine(\"Test new struct: \" + ((object)(*(MyStruct*)(&val))/*cast due to constrained. prefix*/).ToString());\n\t}\n}\n```\nCompiler error message:\n```\nInvalid expression term 'ref'\n```\nThe result is almost right, \nit knows it should use a constructor, \nit knows the type of the variable is `MyStruct`, \nit just fails to write it down correctly.\nAnd it adds the `unsafe` keyword inst\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unity", "c#", "csharp", "monobehaviour", "gameobject", "prefab", "scene", "inspector", "serializefield", "Decompilation", "error", "Struct", "constructors"]} | |
| {"id": "unity_icsharpcode_ILSpy_3728", "domain": "unity", "repo": "icsharpcode/ILSpy", "repo_url": "https://github.com/icsharpcode/ILSpy", "issue_number": 3728, "issue_url": "https://github.com/icsharpcode/ILSpy/issues/3728", "license": "MIT", "title": "Decompiled code compilation error accessing protected members due to unnecessary casting", "labels": ["Bug", "Decompiler"], "type": "issue_fix", "prompt": "Repo: icsharpcode/ILSpy\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #3728: Decompiled code compilation error accessing protected members due to unnecessary casting\nLabels: Bug, Decompiler\n\nIssue body:\n### Input code\n```cs\n\nvar cat = new Cat();\ncat.Test();\n\npublic class Cat : Animal\n{\n\tpublic void Test()\n\t{\n\t\tvar n = this._myProtectedField; // Correct way to access, without casting.\n\t\tConsole.WriteLine(\"Test: \" + n);\n\t}\n}\n\npublic abstract class Animal\n{\n\tprotected int _myProtectedField = 2;\n}\n```\n\n### Erroneous output\n```c#\nvar n = ((Animal)this)._myProtectedField // Error: not accessible like this.\n```\n\nCompiler error message:\nCannot access protected member 'Animal ._myProtectedField ' via a qualifier of type 'Animal'; the qualifier must be of type 'Cat' (or derived from it)\n\n### Details\nOccurs in both the vscode extension and the stand alone app:\nILSpy version 10.0.1.8346+aad16c66e96eb887eb05887d6b5a9e0522637906\nicsharpcode.ilspy-vscode v0.24.0\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unity", "c#", "csharp", "monobehaviour", "gameobject", "prefab", "scene", "inspector", "serializefield", "Decompiled", "code", "compilation", "error"]} | |
| {"id": "unity_Cysharp_UniTask_687", "domain": "unity", "repo": "Cysharp/UniTask", "repo_url": "https://github.com/Cysharp/UniTask", "issue_number": 687, "issue_url": "https://github.com/Cysharp/UniTask/issues/687", "license": "MIT", "title": "[Feature Request] Add async support for RebindingOperation in InputSystem", "labels": ["stale"], "type": "issue_fix", "prompt": "Repo: Cysharp/UniTask\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #687: [Feature Request] Add async support for RebindingOperation in InputSystem\nLabels: stale\n\nIssue body:\nCurrently, the `RebindingOperation` in the `InputSystem` does not natively support asynchronous operations. This feature would allow the use of UniTask when performing interactive rebinding, making it easier to integrate into async/await workflows.\n\nFor example, the proposed usage would look like:\n```csharp\nint bindingIndex = 0;\nInputAction inputAction = something;\nvar rebindingOperation = await inputAction.PerformInteractiveRebinding(bindingIndex).Start().ToUniTask(cancellationToken)\n```\nThis would enable cleaner and more efficient async rebinding flows, especially in environments where UniTask is heavily used.\n\nI have already implemented this feature locally. If this is something you'd like to see in the project, I would be happy to submit a pr.\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unity", "c#", "csharp", "monobehaviour", "gameobject", "prefab", "scene", "inspector", "serializefield", "Feature", "Request", "async", "support"]} | |
| {"id": "unity_Cysharp_UniTask_686", "domain": "unity", "repo": "Cysharp/UniTask", "repo_url": "https://github.com/Cysharp/UniTask", "issue_number": 686, "issue_url": "https://github.com/Cysharp/UniTask/issues/686", "license": "MIT", "title": "Why there is not an UniCancellationTokenSource?", "labels": ["stale"], "type": "issue_fix", "prompt": "Repo: Cysharp/UniTask\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #686: Why there is not an UniCancellationTokenSource?\nLabels: stale\n\nIssue body:\nHi, there :hand:. I noticed that most usage of CancellationTokenSource can still produce gc, even the documented `TimeoutController`.\n\n### CancellationTokenSource will always alloc without TryReset()\n\nAs to the version of CLR in Unity, the method `CancellationTokenSource::TryReset()` is not exposed, which grant ability to `UnregisterAll()` and reuse a token source who is not cancelled. \n\nWithout `TryReset()`, the only way to produce no GC with cancellable tasks is not use `CancellationTokenSource`.\n\n### TimeoutController will leak with Register()\n\nI reviewed the code of `TimeoutController`, it will work well unless task complete first and `Register()` is called.\n\nThe follow illustration will leak repeatly:\n\n```csharp\n\nconst int ParallelCount = 100;\n\nTimeoutController timeoutController = new();\nUniTask[] tasks = new UniTask[ParallelCount];\n\nasync UniTaskVoid TestMethod()\n{\n var ct = timeoutController.Timeout(1000);\n foreach (var i in ..ParallelCount)\n {\n // use cancelImmediately to Register() on CancellationTokenSource\n tasks[i] = UniTask.Yield(cancellationToken: ct, cancelImmediately: true);\n }\n\n foreach (var task in tasks)\n {\n await task;\n }\n\n // reused without reset CancellationTokenSource._registrations\n timeoutController.Reset();\n}\n\nasync void Update()\n{\n TestMethod().Forget();\n}\n\n```\n\n---\nDo you have any plan for an implement of something like `UniCancellationTokenSource` as an Alternative to CancellationTokenSource?\n\nThx. :heart:\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unity", "c#", "csharp", "monobehaviour", "gameobject", "prefab", "scene", "inspector", "serializefield", "there", "UniCancellationTokenSource"]} | |
| {"id": "unity_CoplayDev_unity-mcp_1107", "domain": "unity", "repo": "CoplayDev/unity-mcp", "repo_url": "https://github.com/CoplayDev/unity-mcp", "issue_number": 1107, "issue_url": "https://github.com/CoplayDev/unity-mcp/issues/1107", "license": "MIT", "title": "ci: expand unity-tests matrix to catch version-specific compile errors (2022.3, 6000.x)", "labels": [], "type": "issue_fix", "prompt": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1107: ci: expand unity-tests matrix to catch version-specific compile errors (2022.3, 6000.x)\nLabels: none\n\nIssue body:\n## Problem\n\nThe `unity-tests.yml` workflow currently runs only on Unity `2021.3.45f2`. Compile errors that are version-specific (e.g. anything that diverges between 2021.3 / 2022.3 / 6000.x APIs) slip through CI and only surface when end users update the package.\n\nTwo recent incidents illustrate this:\n\n- **#1100** — `CaptureFromCameraToAssetsFolder` rename gap. Caught at the merge boundary by post-merge tests on 2021.3 because it failed on every Unity, but Unity Tests was running in parallel with PyPI publish so the broken beta still shipped (now fixed by gating in #1103).\n- **#1105** — `UnityFindObjectsCompat` 2022.3 compile error. **Not** catchable by the current CI at all because the bug only manifests on Unity 2022.3.x; CI's lone runner is on 2021.3 where the legacy code path is taken. Patch is in #1106 but next equivalent regression will repeat unless we widen the matrix.\n\n## Proposal: tiered matrix\n\nRun a fast PR matrix and a thorough push-to-beta matrix:\n\n| Trigger | Versions | Wall-clock |\n|---|---|---|\n| `pull_request_target` (current `safe-to-test` flow) + in-repo PRs | `2021.3.45f2` only | ~3 min |\n| `push: branches: [beta]` | `2021.3.45f2`, `2022.3.x` (latest LTS), `6000.x` (latest 6 LTS) | ~6-8 min (parallel) |\n| Optional nightly | Widest matrix | n/a |\n\nPer-PR cost stays the same as today. Per-merge-to-beta cost goes up ~3× in runner minutes, but that fires far less frequently than PRs and the existing release-gating in #1103 already blocks PyPI/version-bump on test failure — so widening the matrix at the beta gate is exactly where it has the most leverage.\n\n## Implementation sketch\n\nIn `.github/workflows/unity-tests.yml`, switch the matrix to use `include:` and condition on `github.event_name`/`github.ref`:\n\n```yaml\nstrategy:\n fail-fast: false\n matrix:\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unity", "c#", "csharp", "monobehaviour", "gameobject", "prefab", "scene", "inspector", "serializefield", "expand", "unity", "tests", "matrix"]} | |
| {"id": "unity_CoplayDev_unity-mcp_1064", "domain": "unity", "repo": "CoplayDev/unity-mcp", "repo_url": "https://github.com/CoplayDev/unity-mcp", "issue_number": 1064, "issue_url": "https://github.com/CoplayDev/unity-mcp/issues/1064", "license": "MIT", "title": "2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?", "labels": [], "type": "issue_fix", "prompt": "Repo: CoplayDev/unity-mcp\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #1064: 2020.3.20f1如何使用呢,能否扩展一下支持旧版本的unity?\nLabels: none\n\nIssue body:\n我的项目使用2020.3.20f1,安装完插件就报错,请问是否有解决方案,是否可以帮忙兼容呢?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unity", "c#", "csharp", "monobehaviour", "gameobject", "prefab", "scene", "inspector", "serializefield", "unity"]} | |
| {"id": "unity_Perfare_Il2CppDumper_910", "domain": "unity", "repo": "Perfare/Il2CppDumper", "repo_url": "https://github.com/Perfare/Il2CppDumper", "issue_number": 910, "issue_url": "https://github.com/Perfare/Il2CppDumper/issues/910", "license": "MIT", "title": "Ghidra complains of print missing parenthesis", "labels": [], "type": "issue_fix", "prompt": "Repo: Perfare/Il2CppDumper\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #910: Ghidra complains of print missing parenthesis\nLabels: none\n\nIssue body:\nNote: if you do not provide all of the following information I will directly ignore and close this issue\n\n- Il2CppDumper version\nIl2CppDumper-net7-v6.7.46.zip\n\n- Describe the issue\nWhen attempting to run `ghidra_with_struct.py`, it complains about the missing parentheses in the print statement, likely due to the python2 print variant at\n\nhttps://github.com/Perfare/Il2CppDumper/blob/4741d46ba9cd6159c5d853eb9d6fc48b4bfa2b1a/Il2CppDumper/ghidra_with_struct.py#L156\n\nCombined with modern versions of Linux using python3 natively with the `python` command.\n\n<img width=\"901\" height=\"359\" alt=\"Image\" src=\"https://github.com/user-attachments/assets/a517956e-3aa5-45e3-861a-5176b2ddb70a\" />\n\n- Upload executable file and global-metadata.dat\nProbably not relevent, but due to the note above... \n[info.zip](https://github.com/user-attachments/files/26712609/info.zip)\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unity", "c#", "csharp", "monobehaviour", "gameobject", "prefab", "scene", "inspector", "serializefield", "Ghidra", "complains", "print", "missing"]} | |
| {"id": "unity_Perfare_Il2CppDumper_913", "domain": "unity", "repo": "Perfare/Il2CppDumper", "repo_url": "https://github.com/Perfare/Il2CppDumper", "issue_number": 913, "issue_url": "https://github.com/Perfare/Il2CppDumper/issues/913", "license": "MIT", "title": "plz help android version", "labels": [], "type": "issue_fix", "prompt": "Repo: Perfare/Il2CppDumper\nEngine domain: unity\nLicense: MIT\nLanguage: C#\nIssue #913: plz help android version\nLabels: none\n\nIssue body:\nNote: if you do not provide all of the following information I will directly ignore and close this issue\n\n- Il2CppDumper version\n\n- Target Unity version (optional)\n\n- Describe the issue\n\n- Upload executable file and global-metadata.dat\n\n\nPlz fixed @Perfare\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unity", "c#", "csharp", "monobehaviour", "gameobject", "prefab", "scene", "inspector", "serializefield", "help", "android", "version"]} | |
| {"id": "unreal_MothCocoon_FlowGraph_364", "domain": "unreal", "repo": "MothCocoon/FlowGraph", "repo_url": "https://github.com/MothCocoon/FlowGraph", "issue_number": 364, "issue_url": "https://github.com/MothCocoon/FlowGraph/issues/364", "license": "MIT", "title": "Request for More Robust Documentation (Data Passing & Node Variants)", "labels": [], "type": "issue_fix", "prompt": "Repo: MothCocoon/FlowGraph\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #364: Request for More Robust Documentation (Data Passing & Node Variants)\nLabels: none\n\nIssue body:\nI am trying to figure out exactly what’s possible with this plugin, but the current documentation is missing some technical depth regarding data flow. I've looked through the Demo Project as well, but since it's all C++, it’s hard to translate some of those concepts to a Blueprint-heavy workflow.\n\nPlease consider expanding the documentation to cover:\n\n* **Property Exposure:** Is it possible to expose variables in **Flow Node Blueprints** so data can be passed in/edited directly from the Flow Asset? I'd like to see how to make node-specific data editable for designers in the graph.\n* **Architectural Differences:** I’m looking for a clear comparison between **Flow Nodes**, **Flow Node Add-on blueprints**, and the regular versions. Also, what is the intended use for **Flow Asset Params**? \n* **Data Flow:** Best practices for passing data from a Flow Asset into specific nodes.\n\nEven updating the Demo Project to include Blueprint examples alongside the C++ ones would be awesome and would really help the onboarding process. Thanks!\n\nEdit: My main concern is in 5.3, the pin type was functionally grouped with the Pin struct, so when I make an Input or Output, I used to be able to specify the pin type (which now seems to be always an EXEC pin). It seems to have been deprecated, so how is this achieved now?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unreal", "ue5", "ue4", "c++", "blueprint", "uclass", "uproperty", "actor", "component", "Request", "More", "Robust", "Documentation"]} | |
| {"id": "unreal_MothCocoon_FlowGraph_354", "domain": "unreal", "repo": "MothCocoon/FlowGraph", "repo_url": "https://github.com/MothCocoon/FlowGraph", "issue_number": 354, "issue_url": "https://github.com/MothCocoon/FlowGraph/issues/354", "license": "MIT", "title": "Nodes cannot be moved inside the comment block", "labels": [], "type": "issue_fix", "prompt": "Repo: MothCocoon/FlowGraph\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #354: Nodes cannot be moved inside the comment block\nLabels: none\n\nIssue body:\nSteps:\n\n- Create Quest Asset blueprint\n- Add any two nodes\n- Drag-select the nodes and select the \"Create Comment from Selection\" option on the right-click menu\n- Try to move the nodes inside the comment block\n\nWorkaround:\nYou can click the node and move it with the arrows. If you do it at least once, the issue will no longer occur\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unreal", "ue5", "ue4", "c++", "blueprint", "uclass", "uproperty", "actor", "component", "Nodes", "cannot", "moved", "inside"]} | |
| {"id": "unreal_hxhb_HotPatcher_110", "domain": "unreal", "repo": "hxhb/HotPatcher", "repo_url": "https://github.com/hxhb/HotPatcher", "issue_number": 110, "issue_url": "https://github.com/hxhb/HotPatcher/issues/110", "license": "MIT", "title": "插件是否已经支持了5.4?", "labels": [], "type": "issue_fix", "prompt": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #110: 插件是否已经支持了5.4?\nLabels: none\n\nIssue body:\n#104 我看到已经有对5.4的PR合并进来了 ,Readme中写的还是“目前支持的引擎版本为UE4.21-UE5最新版本(5.3.2),”, 想请教插件是否已经支持了5.4?\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unreal", "ue5", "ue4", "c++", "blueprint", "uclass", "uproperty", "actor", "component"]} | |
| {"id": "unreal_hxhb_HotPatcher_111", "domain": "unreal", "repo": "hxhb/HotPatcher", "repo_url": "https://github.com/hxhb/HotPatcher", "issue_number": 111, "issue_url": "https://github.com/hxhb/HotPatcher/issues/111", "license": "MIT", "title": "UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容", "labels": [], "type": "issue_fix", "prompt": "Repo: hxhb/HotPatcher\nEngine domain: unreal\nLicense: MIT\nLanguage: C++\nIssue #111: UE5.3.2 chunk配置了no-asset目录,预览显示的pak包并没有,打包多个pak后会有重复的内容\nLabels: none\n\nIssue body:\nhotpatcher版本:V82,UE5.3.2\n使用bypatch进行打资源更新包,目标平台win,在不使用chunk的情况下,点击previewpatch是符合预期的\n\n\n但是使用chunk,previewchunk并不会包含no-asset,并且多个chunk pak会重复包含相同内容\n\n\npak包内文件\n\n\n点击perviewchunk时的日志\n`LogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/4/VW/TY7TSUER9KKGHX2BMKSL0L (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/D8/3MZ6M1DB94VN44C87D65WR (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/6/TK/PIQ0B2FNWR15P52TECP27A (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/9/KN/KHZG97SS6AL73U7AXDWH6J (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/C/7N/FDH7Y28CQFXDK8P6MM1HXM (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/E/GP/22PD314FCWY4ZK61DE3XZC (match ignore rule /Game/__ExternalObjects__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Maps/ThirdPersonMap/0/43/HYQWORMY4JDQ5X3OKZXFLC (match ignore rule /Game/__ExternalActors__/)\nLogHotPatcher: Force Skip /Game/__ExternalActors__/ThirdPerson/Ma\n\nTask: Diagnose the likely cause and propose a concrete fix. If code is useful, include a concise patch-style code example for this engine. Keep the answer practical and avoid unsupported assumptions.", "expected": ["unreal", "ue5", "ue4", "c++", "blueprint", "uclass", "uproperty", "actor", "component", "chunk", "asset"]} | |