* fix: Prevent infinite compilation loop in Unity 6 when using wait_for_ready
Skip WaitForUnityReadyAsync when compileRequested is true. The
EditorApplication.update polling doesn't survive domain reloads
properly in Unity 6, causing infinite compilation loops.
When compilation is requested, return immediately and let the
client poll editor_state resource instead.
Fixes#557
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
* fix: Use actuallyWaited for hint message consistency
Address code review feedback: when compile was requested and we skip
WaitForUnityReadyAsync, the hint should correctly indicate that the
client needs to poll editor_state, not claim the editor is ready.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
* refactor: Gate Unity 6 fix with version check and rename variable
Address code review feedback:
- Use UNITY_6000_0_OR_NEWER preprocessor directive to only apply the
compilation wait bypass on Unity 6+, preserving original behavior
for earlier versions
- Rename actuallyWaited to shouldWaitForReady for clarity, as it
represents the decision to wait rather than a post-hoc result
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>