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Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Claude Opus 5.5
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@@ -366,9 +366,11 @@ async void CheckForUpdates() {
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// ❌ OLD: Resources.Load (synchronous, blocks frame)
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GameObject prefab = Resources.Load<GameObject>("Enemies/Goblin");
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// ✅ NEW: Addressables (async, non-blocking)
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var handle = await Addressables.LoadAssetAsync<GameObject>("Enemies/Goblin").Task;
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GameObject prefab = handle.Result;
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// ✅ NEW: Addressables (async, non-blocking) — keep the handle so it can be released
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AsyncOperationHandle<GameObject> handle = Addressables.LoadAssetAsync<GameObject>("Enemies/Goblin");
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GameObject prefab = await handle.Task;
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// ... when the asset is no longer needed:
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Addressables.Release(handle);
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```
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---
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