* Editor: prevent material/mesh instantiation in edit mode - GameObjectSerializer: in edit mode, normalize material/mesh access - material -> sharedMaterial - materials -> sharedMaterials - mesh -> sharedMesh - also guard materials/sharedMaterial/sharedMaterials property names - Tests: add strong instanceID equality checks for Renderer/MeshFilter - prove no instantiation by shared instanceID before/after - cover multi-material, null cases; prune brittle presence/console tests - Clean up and relax ManageGameObject tests to avoid false negatives * Address review: simplify edit-mode guard; include protected/internal [SerializeField]; fix tests to destroy temp primitives and use dictionary access; strengthen instanceID assertions * Fix resource leaks in test files - ManageGameObjectTests.cs: Destroy temporary primitive GameObject after extracting sharedMesh - MaterialMeshInstantiationTests.cs: Destroy instantiated uniqueMesh after test completion These fixes prevent resource leaks in Unity test files by properly cleaning up temporary objects created during tests. * Fix reflection bug in GetComponentData tests - Replace incorrect reflection-based field access with proper dictionary key access - GetComponentData() returns Dictionary<string, object> where 'properties' is a key, not a field - Tests now properly access the properties dictionary and run assertions - Fixes ineffective tests that were silently failing due to reflection returning null |
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