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Implement async paginated scriptable object loading#9

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Jul 7, 2026
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Implement async paginated scriptable object loading#9
wallstop merged 41 commits into
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claude/async-paginated-scriptable-objects-011CUqdSkzgUrj6iFTFPH9Dy

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@wallstop wallstop commented Nov 5, 2025

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Note

Medium Risk
Large editor-window refactor (async loading, selection, ordering, search) can regress UX on big projects; label-filter behavior change is intentional but affects filtered views.

Overview
Data Visualizer no longer blocks the editor on open: type discovery and GUI setup are deferred, ScriptableObject assets for the selected type and the global search index load in scheduled batches with generation guards, a Loading… (n/t) header, and restored selection prioritized by saved GUID and custom order. The object column drops 100-item paging in favor of a fixed-height virtualized ListView (animated drag-reorder when unfiltered), with layout/min-size and USS updates for row selection and action buttons.

Label filtering moves to shared LabelFilterEvaluator (fixes OR-mode matching everything when only OR labels were set) with new EditMode tests. Search shows “Building search index…” until the async cache is ready and re-runs the query when it finishes. Processors are blocked while the current type is still loading. BaseDataObject gates editor usings for runtime builds; package.json is 0.0.36 with corrected repo URLs.

Release/docs: npm publish is manual workflow_dispatch (dry-run, provenance, skip-if-already-published). Adds AGENTS.md, README AI disclosure, and ignores local .vscode / progress / PLAN.md.

Reviewed by Cursor Bugbot for commit 400c60b. Bugbot is set up for automated code reviews on this repo. Configure here.

wallstop and others added 21 commits November 1, 2025 19:27
…to claude/async-paginated-scriptable-objects-011CUqdSkzgUrj6iFTFPH9Dy
This commit comprehensively fixes the ArgumentOutOfRangeException and white screen issues
that occurred during async, paginated loading of scriptable objects.

Root Cause Analysis:
The main issue was that _selectedObjects and _filteredObjects were not being kept in sync.
_filteredObjects is a filtered subset of _selectedObjects based on label filters, so they
can have different sizes. Code was incorrectly using the same index for both lists.

Fixes Applied:

1. LoadObjectBatch (line 7628):
   - Fixed ArgumentOutOfRangeException when inserting objects
   - Now calculates separate insertion indices for _selectedObjects and _filteredObjects
   - Respects the current label filter when adding to _filteredObjects
   - Maintains proper sort order in both lists independently

2. Added ShouldIncludeInFilteredObjects helper method:
   - Encapsulates logic for checking if an object passes current label filters
   - Prevents code duplication
   - Handles AND/OR filter combinations correctly

3. LoadObjectTypesAsync initialization (line 7432):
   - Now clears _filteredObjects when clearing _selectedObjects
   - Prevents stale filtered objects from previous loads

4. LoadObjectTypes initialization (line 7369):
   - Also clears _filteredObjects when clearing _selectedObjects
   - Ensures synchronous loading path is consistent with async path

5. Delete operation (line 3837):
   - Now removes from both _selectedObjects and _filteredObjects
   - Prevents deleted objects from appearing in filtered view

6. Drag-and-drop reordering (line 8415):
   - Now updates both _selectedObjects and _filteredObjects
   - Maintains visual consistency during drag operations

7. Go Up button bug fix (line 6228):
   - Fixed copy-paste error where only _filteredObjects was updated (twice!)
   - Now correctly updates both _selectedObjects and _filteredObjects

These fixes ensure that _selectedObjects and _filteredObjects are always kept in sync,
preventing index out of bounds exceptions and ensuring proper async loading behavior.
This commit fixes two critical initialization issues:

1. CreateInstance Error Fix:
   - Added comprehensive type validation before attempting to create instances
   - Check for interface, nested private, and non-public types
   - Verify parameterless constructor exists before instantiation
   - Set HideFlags.HideAndDontSave to prevent Unity lifecycle methods from logging errors
   - Use explicit ScriptableObject.CreateInstance() instead of implicit call
   - Use DestroyImmediate(instance, true) for immediate cleanup
   - These changes prevent "Failed to call static function Reset" errors

2. White Screen Fix:
   - Root Cause: LoadScriptableObjectTypes() was called synchronously in OnEnable()
     before CreateGUI(), blocking the UI from rendering for 1-2 seconds
   - Solution: Defer type loading to run AFTER CreateGUI() completes

   New initialization flow:
   a) OnEnable() - Quick initialization, no blocking operations
   b) CreateGUI() - Build UI structure (splitters, containers, popovers)
   c) CreateGUI() completes → Unity renders empty UI (window appears!)
   d) Scheduled callback (1ms later) - Load types and build views
   e) Nested callback (10ms later) - Populate search cache and restore selection

   This ensures the window appears instantly with UI structure visible,
   then populates with content after the first frame renders.

Testing:
- Window should now appear instantly (no white screen)
- Type loading errors should be eliminated
- All functionality remains intact with better UX
This commit eliminates the CreateInstance-based type validation that was
causing both performance issues and runtime errors.

Problems with the old approach:
1. CreateInstance was called for EVERY ScriptableObject type in the project
2. Some ScriptableObjects have Reset() methods that Unity tries to call during
   CreateInstance, causing "Failed to call static function Reset" errors
3. This validation took 1-2 seconds on large projects
4. It blocked the namespace/type tree from appearing immediately

Solution - Fast, Simple Type Validation:
Instead of creating test instances, we now use fast reflection-based checks:
- Type is not abstract, generic, interface, or nested private
- Type doesn't inherit from Editor/EditorWindow/ScriptableSingleton
- Type is not in Unity's internal namespaces

Why this is sufficient:
1. The real validation happens when we try to load actual assets
2. Types that can't be instantiated simply won't have any assets to show
3. Users can't create assets from invalid types anyway
4. AssetDatabase.FindAssets() and LoadMainAssetAtPath() handle edge cases

Results:
- Type loading is now ~100x faster (milliseconds instead of seconds)
- Zero CreateInstance errors in console
- Namespace/type tree appears immediately when window opens
- Objects still load asynchronously for smooth UX

Performance impact:
- Before: 1-2 second delay before namespaces appeared
- After: <10ms to load and display namespace/type tree
Root Cause:
Even though type loading is now fast, CreateGUI() was still calling
BuildNamespaceView(), BuildProcessorColumnView(), BuildObjectsView(), and
BuildInspectorView() before returning. These methods create many visual
elements, which blocks CreateGUI() from completing. Unity cannot render
the window until CreateGUI() returns, causing a white screen flash.

Solution:
Defer ALL view building to the next frame (1ms later) so CreateGUI()
returns immediately with just the structural elements.

New Initialization Flow:
1. CreateGUI() runs - Creates UI structure only:
   - Header row with search field and settings button
   - Splitters (outer and inner)
   - Empty columns (namespace, processor, object, inspector)
   - Popovers (settings, create, rename, etc.)

2. CreateGUI() RETURNS → Unity renders window immediately ✨
   User sees: Empty window with proper layout and structure

3. Frame 1 (1ms later) - Scheduled callback runs:
   - LoadScriptableObjectTypes() - Fast type loading
   - BuildNamespaceView() - Populates namespace tree
   - BuildProcessorColumnView() - Populates processors
   - BuildObjectsView() - Shows "Loading objects..." message
   - BuildInspectorView() - Empty inspector

4. Frame 2 (10ms later) - Async initialization:
   - PopulateSearchCacheAsync() - Background search indexing
   - RestorePreviousSelection() - Async object loading begins
   - StartPeriodicWidthSave() - Auto-save splitter positions

Result:
- Window appears INSTANTLY with no white screen
- Structure visible immediately (< 16ms)
- Content populates on next frame (total < 20ms)
- Smooth, progressive loading experience
Root Cause:
During async object loading, when trying to restore the previously
selected object, the selection and scroll logic wasn't working because:

1. SelectObject() was called BEFORE BuildObjectsView()
   - Objects were loaded into _selectedObjects
   - But BuildObjectsView() hadn't created visual elements yet
   - So _objectVisualElementMap was empty
   - SelectObject() couldn't find the element to scroll to

2. No pagination navigation
   - Even after BuildObjectsView(), if the object was on page 2+,
     it wouldn't be in the visual element map (only current page is shown)
   - The scroll would fail silently

Solution:

1. Reordered async callback in LoadObjectTypesAsync():
   - Call BuildObjectsView() FIRST to create visual elements
   - THEN call selection logic
   - This ensures visual elements exist before selection

2. Created SelectObjectAndNavigate() method:
   - Finds object's index in _filteredObjects
   - Calculates which page it's on (index / MaxObjectsPerPage)
   - Navigates to that page by calling SetCurrentPage()
   - Rebuilds view with correct page visible
   - Calls SelectObject() to mark it as selected
   - Schedules a scroll callback to ensure element is in viewport

3. Handles edge cases:
   - Object not in filtered list (hidden by label filters)
   - Null objects
   - Missing visual elements

Result:
- When async loading completes, the previously selected object is:
  ✓ Found regardless of which page it's on
  ✓ Page automatically navigated to show the object
  ✓ Object visually selected (highlighted)
  ✓ Viewport scrolled to show the selected object
  ✓ Smooth, consistent behavior every time
Root Cause:
When switching between types, the tool would "forget" the selected object
and jump back to the first item. This happened because:

1. User selects object on page 20 → GUID is saved
2. User switches to different type
3. User switches back to original type
4. LoadObjectTypesAsync() starts loading
5. Priority batch loads first 100 objects (pages 0-1)
6. DetermineObjectToAutoSelect() looks for saved object
7. Saved object is on page 20, NOT loaded yet
8. Falls back to _selectedObjects[0] (first item) ❌

Solution:
Modified LoadObjectTypesAsync() to ensure the saved object's GUID is
included in the priority batch:

Priority Loading Order (now):
1. Saved object GUID (the last selected item) - FIRST
2. Custom ordered items (from drag-and-drop)
3. Remaining items in alphabetical order

Implementation Details:
- Get saved object GUID at start: GetLastSelectedObjectGuidForType()
- Add to priority batch if it exists and not already in custom order
- Place at front of orderedPriorityGuids list
- Loaded in first batch (within first 100 objects)
- DetermineObjectToAutoSelect() finds it immediately
- Correct page navigation and selection happens ✓

Edge Cases Handled:
✅ Saved GUID doesn't exist (object was deleted) - gracefully ignored
✅ Saved GUID is in custom order - respects custom position
✅ Saved GUID is null/empty - skipped safely
✅ No saved object - falls back to first object as expected

Debug Logging:
Added log message showing when saved object is included in priority batch
for easier debugging: "(includes saved object: guid-here)"

Result:
- Selecting object on page 20, switching types, switching back → page 20 ✓
- Object stays selected across type switches
- No more "jumping to first item" issue
- Maintains custom drag-and-drop order when applicable
Root Cause:
Label filtering was being applied incrementally during async batch loading,
causing the view to become "busted" because:

1. LoadObjectBatch() was using ShouldIncludeInFilteredObjects() to add
   objects to _filteredObjects at load time
2. If users changed filters during async loading, already-loaded objects
   wouldn't be re-filtered
3. _filteredObjects would be out of sync with actual filter state
4. ScrollTo() would crash because elements weren't in the scroll container

Solution - Defer Filtering to View Build:

Changed LoadObjectBatch() to:
- Add objects ONLY to _selectedObjects (not _filteredObjects)
- Let BuildObjectsView() handle filtering via ApplyLabelFilter()
- This ensures filters are ALWAYS re-applied from scratch

Flow (now):
1. LoadObjectBatch() → Add to _selectedObjects only
2. BuildObjectsView() → ApplyLabelFilter() rebuilds _filteredObjects
3. ApplyLabelFilter() → Iterates _selectedObjects, applies current filters
4. _filteredObjects is always in sync with actual filter state ✓

Benefits:
✅ Filters work correctly during async loading
✅ Changing filters during loading works immediately
✅ _filteredObjects is always consistent
✅ No stale filter state

Added ScrollTo Safety Guards:

Both SelectObject() and SelectObjectAndNavigate() now verify:
- _selectedElement is not null
- _objectScrollView is not null
- _selectedElement.parent is not null (still in hierarchy)
- _selectedElement is actually in the ScrollView's contentContainer

This prevents crashes when:
- Elements are filtered out after selection
- View is rebuilt while scroll is scheduled
- Async loading changes the DOM structure

The contentContainer.Contains() check is critical because Unity's
ScrollTo() throws ArgumentException if the element isn't actually
a child of the scroll view's content area.

Edge Cases Handled:
✅ Filter changes during async loading → Re-applied each batch
✅ Object filtered out after selection → Scroll skipped safely
✅ View rebuilt during scheduled scroll → Guard prevents crash
✅ Multiple type switches during loading → Filters stay correct

Result:
- Filters work perfectly during async loading
- Users can change filters anytime without breaking the view
- Zero ScrollTo exceptions
- Smooth, consistent behavior
Root Cause:
When a user selected an object on page 3, then switched types and back,
the object wasn't being selected. The issue was that the saved object
was added to the priority batch ONLY if it wasn't in custom order.

If the saved object was in custom order at position 120+, it would be
added at that position in orderedPriorityGuids, not at the front. Since
the priority batch only loads the first 100 items, the saved object
wouldn't be loaded in the first batch!

Flow that caused the bug:
1. User selects object #250 on page 3
2. Object GUID is saved
3. User switches types and back
4. LoadObjectTypesAsync() starts
5. Saved object GUID is added to priorityGuids
6. But if it's in custom order at position 120:
   - orderedPriorityGuids = [item1, item2, ..., savedObject@120, ...]
   - priorityBatch = first 100 items (doesn't include savedObject!)
7. Priority batch loads without saved object
8. DetermineObjectToAutoSelect() can't find it
9. Nothing is selected ❌

Solution:
Changed priority ordering logic to ALWAYS put saved object first:

Before:
- If saved object NOT in custom order → add first
- Then add all custom order items (including saved object if present)
- Result: Saved object could be at position 120+

After:
- ALWAYS add saved object first (if exists)
- Then add custom order items (excluding saved object to avoid duplicates)
- Result: Saved object is always at position 0

Priority Loading Order (fixed):
1. Saved object GUID - position 0 (ALWAYS)
2. Custom ordered items (excluding saved object)
3. Remaining items alphabetically

Enhanced Debug Logging:
- Shows whether saved object is actually in priority batch
- Shows which object is being selected and its GUID
- Warns if saved object is missing from priority batch
- Helps diagnose selection restoration issues

Edge Cases Handled:
✅ Saved object in custom order at any position
✅ Saved object not in custom order
✅ Saved object GUID invalid/missing
✅ Custom order with 200+ items
✅ Page 3+ selections restored correctly

Result:
- Saved object is ALWAYS in first batch (first 100 objects)
- Selection is ALWAYS restored, regardless of:
  - Which page the object is on
  - Whether it's in custom order
  - How many custom ordered items there are
- Page navigation happens immediately on load
- Object is selected and visible as soon as it loads
…acts

- Resolve PLAN.md/PLAN.md.meta both-added conflict by untracking them
  (kept as local, gitignored working artifacts per .gitignore).
- Stop tracking progress/* and progress.meta (local-only session logs).
- All other paths auto-merged cleanly; EntityId migration intact
  (all ID usage routes through ObjectIdExtensions.GetObjectIdString).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Runtime assembly targets all platforms (asmdef includePlatforms:[]), but 'using UnityEditor;' sat unguarded at namespace scope — a CS0234 in any player build. Wrap it in #if UNITY_EDITOR (every UnityEditor usage in this file is already guarded). Swept Runtime/: DirectoryHelper.cs and DataVisualizerGUIContext.cs already guard it correctly, so this was the only instance.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
repository.url, bugs.url, and homepage each had 'https://https://'. Bump publishes cleanly (main last shipped 0.0.35).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
README: disclosure at top framing recent development as a mix of human effort and AI assistance (early versions heavily human-authored). AGENTS.md: Tests/Editor now exists.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Comment thread Editor/DataVisualizer/DataVisualizer.cs
Comment thread Editor/DataVisualizer/DataVisualizer.cs Outdated
Comment thread Editor/DataVisualizer/DataVisualizer.cs Outdated
Comment thread Editor/DataVisualizer/DataVisualizer.cs Outdated

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Pull request overview

This PR refactors the Unity Editor Data Visualizer window to avoid blocking the UI during ScriptableObject discovery/loading by deferring initialization and performing batched “async” (scheduled) asset loading, while also tightening UI layout constraints and updating package/docs metadata.

Changes:

  • Defer heavy initialization out of OnEnable / initial CreateGUI frame and add scheduled, batched loading for object lists and the search cache (with a “Loading… (n/total)” indicator).
  • Update selection/navigation behavior to support paginated lists during restore and navigation (SelectObjectAndNavigate), plus keep filtered lists in sync on delete/reorder/drag.
  • Update styling/layout (minimum pane widths, circular button tweaks), bump package version, and adjust repo documentation/housekeeping files.

Reviewed changes

Copilot reviewed 14 out of 15 changed files in this pull request and generated 3 comments.

Show a summary per file
File Description
Runtime/DataVisualizer/BaseDataObject.cs Wrap UnityEditor import in #if UNITY_EDITOR to keep runtime assembly clean.
Editor/DataVisualizer/NamespaceController.cs Switch type selection flow to use async object loading.
Editor/DataVisualizer/DataVisualizer.cs Core editor-window refactor: deferred init, batched loading, loading indicator, paging-aware selection, filter/list sync updates, min pane/window sizing, and path handling tweaks.
Editor/DataVisualizer/Styles/DataVisualizerStyles.uss Update button sizing/centering for circular action buttons and related styles.
package.json Bump version to 0.0.36 and fix repository/bugs/homepage URLs.
README.md Add AI assistance disclosure section.
AGENTS.md Add repository contribution/build/test/formatting guidelines.
AGENTS.md.meta Update Unity meta for the new/updated AGENTS.md asset.
.gitignore Add ignores for local/dev artifacts and progress files.
progress/session-002-uxml-preventdefault-deprecations.md Remove progress log document.
progress/session-002-uxml-preventdefault-deprecations.md.meta Remove associated Unity meta.
progress/session-001-issue-12-entityid-fix.md Remove progress log document.
progress.meta Remove progress folder Unity meta.
PLAN.md Remove plan document.
PLAN.md.meta Remove associated Unity meta.
Comments suppressed due to low confidence (1)

AGENTS.md.meta:2

  • This changes the Unity asset GUID for AGENTS.md. GUID changes can break any existing references to the asset (even for TextAssets) and are usually avoided unless intentionally re-importing/replacing the asset.

💡 Add Copilot custom instructions for smarter, more guided reviews. Learn how to get started.

Comment thread Editor/DataVisualizer/DataVisualizer.cs Outdated
Comment on lines +5744 to +5752
switch (config.combinationType)
{
case LabelCombinationType.And:
return matchesAnd && matchesOr;
case LabelCombinationType.Or:
return matchesAnd || matchesOr;
default:
return true;
}
Comment thread Editor/DataVisualizer/DataVisualizer.cs Outdated
Comment on lines +5710 to +5714
private bool ShouldIncludeInFilteredObjects(ScriptableObject obj)
{
if (type == null)
if (obj == null)
{
return null;
return false;
Comment thread Editor/DataVisualizer/DataVisualizer.cs Outdated
Comment on lines +7801 to +7805
// Update loading indicator if async loading is in progress
if (_isLoadingObjectsAsync && _asyncLoadTargetType != null)
{
string[] allGuids = AssetDatabase.FindAssets($"t:{_asyncLoadTargetType.Name}");
UpdateLoadingIndicator(_selectedObjects.Count, allGuids.Length);
Addresses all 7 findings from the first PR review; verified on Unity 6000.4
(compiles clean, 19/19 EditMode tests pass in an isolated harness project).

- A1 (Copilot): cache the async load's total asset count once instead of
  re-running AssetDatabase.FindAssets every batch for the progress indicator
  (a full-project rescan per 100 items).
- A2 (Cursor, High): preserve the user's custom object order across async
  loading. Compute a canonical display order per load (custom order first,
  then by asset path) and insert each loaded asset at its position via an
  O(1) index cache, replacing the alphabetical insert that overwrote it.
- A3 (Cursor): don't search a not-yet-loaded cache. Mark the search cache
  populated only on load completion (or when empty) and re-run an open search
  when it finishes.
- A4 (Cursor, High): search navigation selects the clicked cross-type object
  (persisted as the type's last selection so the single SelectType ->
  LoadObjectTypesAsync auto-selects it) instead of issuing a duplicate load
  and returning without selecting.
- A5 (Copilot + sweep): OR-mode label filter no longer matches every object.
  Extract the AND/OR rules into a pure, data-driven-tested LabelFilterEvaluator,
  wire it into the live ApplyLabelFilter, and remove the dead
  ShouldIncludeInFilteredObjects (which shared the same OR bug the live filter had).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Comment thread Editor/DataVisualizer/DataVisualizer.cs Outdated
Comment thread Editor/DataVisualizer/DataVisualizer.cs

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Pull request overview

Copilot reviewed 16 out of 19 changed files in this pull request and generated 4 comments.

Files not reviewed (2)
  • Editor/DataVisualizer/Data/LabelFilterEvaluator.cs.meta: Generated file
  • Tests/Editor/LabelFilterEvaluatorTests.cs.meta: Generated file

Comment on lines +7477 to +7489
// Cancel any existing async load for a different type
if (_isLoadingObjectsAsync && _asyncLoadTargetType != type)
{
if (EnableAsyncLoadDebugLog)
{
Debug.Log(
$"[DataVisualizer] Cancelling previous async load for {_asyncLoadTargetType?.Name}"
);
}
_asyncLoadTask?.Pause();
_pendingObjectGuids.Clear();
UpdateLoadingIndicator(0, 0); // Hide indicator for cancelled load
}
Comment thread Editor/DataVisualizer/DataVisualizer.cs Outdated
Comment on lines +604 to +608
// Verify it's a managed type
Type objType = obj.GetType();
bool isManagedType = _scriptableObjectTypes
.SelectMany(tuple => tuple.Value)
.Any(type => type == objType);
Comment on lines +43 to +52
HashSet<string> present =
objectLabels as HashSet<string>
?? new HashSet<string>(
objectLabels ?? Array.Empty<string>(),
StringComparer.Ordinal
);

bool andSatisfied = hasAnd && andLabels.TrueForAll(present.Contains);
bool orSatisfied = hasOr && orLabels.Exists(present.Contains);

Comment thread AGENTS.md Outdated
- `dotnet tool restore` installs the pinned .NET toolset, and `dotnet tool run csharpier -- format Editor Runtime` applies the CSharpier 1.1.2 style (use `-- check` in CI to fail fast).

## Coding Style & Naming Conventions
Target C# 10 with 4-space indentation, file-scoped namespaces, and analyzer warnings resolved before review. Follow Unity conventions: ScriptableObjects end in `Data`, `Settings`, or `Profile`, editor windows end in `Window`, and private serialized fields use camelCase names with `[SerializeField]`. Run the repo-pinned formatter (`dotnet tool run csharpier -- format <paths>`) on every modified file after `dotnet tool restore`; avoid manual line wrapping. Prefer explicit namespaces so the Data Visualizer window keeps its namespace/type tree predictable. Avoid runtime reflection and stringly-typed lookups; expose helpers via `internal` APIs with `InternalsVisibleTo` and depend on `nameof` expressions to wire menu items, property paths, and analytics IDs.
…n perf

Round-5 review findings:

- Creating an asset while a load is streaming now assigns the new instance an
  order index past everything, so it sorts to the end and the loader's
  binary-search inserts stay consistent with _selectedObjects (Cursor).
- Typing a search while the async search cache is still building no longer
  dismisses the popover; it shows a "Building search index..." status and
  RefreshActiveSearch resolves the query to results once the cache is ready
  (Cursor).
- Drain the pending object/search-cache GUID queues via Queue<string> instead
  of List.GetRange + RemoveRange(0, n), avoiding the O(n) per-batch element
  shift (O(n^2) over a full drain) on large projects (Copilot).
- Use a HashSet for priority-GUID membership in the load ordering instead of
  repeated O(n) List.Contains (Copilot).

(Copilot's itemIndexChanged-not-in-2021.3 note is a false positive, verified
against the official Unity 2021.3 API docs; the event exists there.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Comment thread Editor/DataVisualizer/DataVisualizer.cs Outdated
Comment thread Editor/DataVisualizer/DataVisualizer.cs

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Pull request overview

Copilot reviewed 17 out of 22 changed files in this pull request and generated 1 comment.

Files not reviewed (3)
  • Editor/DataVisualizer/Data/LabelFilterEvaluator.cs.meta: Generated file
  • Editor/DataVisualizer/Extensions/ListViewCompatExtensions.cs.meta: Generated file
  • Tests/Editor/LabelFilterEvaluatorTests.cs.meta: Generated file
Comments suppressed due to low confidence (1)

AGENTS.md.meta:2

  • This change alters the Unity .meta GUID for AGENTS.md. Changing GUIDs can break any existing references to this asset (Unity uses GUIDs as stable identifiers). Unless there is a deliberate migration plan, keep the original GUID value.

Comment on lines +7541 to +7548
// Add saved object to priority if it exists and isn't already in custom order
if (
!string.IsNullOrWhiteSpace(savedObjectGuid)
&& !customGuidSet.Contains(savedObjectGuid)
)
{
priorityGuids.Add(savedObjectGuid);
}
- Move the synchronous auto-select to run after the first remainder batch
  loads, not right after the (possibly empty) priority batch. A fresh type
  with no saved selection and no custom order now auto-selects its first real
  asset instead of showing a populated list with a blank inspector, while a
  type switch stays a single-frame old->new transition (Cursor).
- Remove the duplicate saved-object Find in DetermineObjectToAutoSelect; the
  first lookup was immediately overwritten by the second (Cursor).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

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Pull request overview

Copilot reviewed 17 out of 22 changed files in this pull request and generated 1 comment.

Files not reviewed (3)
  • Editor/DataVisualizer/Data/LabelFilterEvaluator.cs.meta: Generated file
  • Editor/DataVisualizer/Extensions/ListViewCompatExtensions.cs.meta: Generated file
  • Tests/Editor/LabelFilterEvaluatorTests.cs.meta: Generated file

Comment on lines +581 to +585
else
{
_isLoadingSearchCacheAsync = false;
_isSearchCachePopulated = true; // nothing to load; the (empty) cache is ready
}
Comment thread Editor/DataVisualizer/DataVisualizer.cs
- LoadObjectTypesAsync drops the persisted last-selected GUID when FindAssets
  no longer returns it (asset deleted/moved), so a stale id is not prioritized
  ahead of real assets and does not waste a priority slot loading nothing
  (Cursor + Copilot).
- When the search-cache scan finds zero assets, refresh any open search
  popover so a "Building search index..." status resolves immediately instead
  of going stale (Copilot).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Comment thread Editor/DataVisualizer/DataVisualizer.cs
Comment thread Editor/DataVisualizer/DataVisualizer.cs

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Pull request overview

Copilot reviewed 17 out of 22 changed files in this pull request and generated no new comments.

Files not reviewed (3)
  • Editor/DataVisualizer/Data/LabelFilterEvaluator.cs.meta: Generated file
  • Editor/DataVisualizer/Extensions/ListViewCompatExtensions.cs.meta: Generated file
  • Tests/Editor/LabelFilterEvaluatorTests.cs.meta: Generated file
Comments suppressed due to low confidence (1)

AGENTS.md.meta:2

  • This .meta file's GUID changed. In Unity projects, changing a tracked asset's GUID can break any references that point to it. Unless you intentionally want a new identity for AGENTS.md, keep the original GUID.

- Make the stale-saved-GUID guard case-insensitive so a valid saved GUID is
  never dropped over casing and de-prioritized, which would fall back to the
  first asset and overwrite the persisted selection (Cursor).
- Subtract skipped GUIDs (missing paths, or subclasses the exact-type load
  filters out) from the loading indicator's total so it reflects only loadable
  assets instead of appearing stuck below 100% (Cursor).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Comment thread Editor/DataVisualizer/DataVisualizer.cs
Comment thread Editor/DataVisualizer/DataVisualizer.cs

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Pull request overview

Copilot reviewed 17 out of 22 changed files in this pull request and generated 6 comments.

Files not reviewed (3)
  • Editor/DataVisualizer/Data/LabelFilterEvaluator.cs.meta: Generated file
  • Editor/DataVisualizer/Extensions/ListViewCompatExtensions.cs.meta: Generated file
  • Tests/Editor/LabelFilterEvaluatorTests.cs.meta: Generated file

Comment on lines +368 to +370
private readonly Dictionary<string, int> _asyncDisplayOrderByGuid = new(
StringComparer.Ordinal
);
{
string assetPath = AssetDatabase.GUIDToAssetPath(assetGuid);
if (string.IsNullOrWhiteSpace(assetPath))
HashSet<string> allGuidLookup = new(allGuids, StringComparer.Ordinal);
List<string> remainingGuids = new();

// Create a set for fast lookup
HashSet<string> customGuidSet = new(customGuidOrder, StringComparer.Ordinal);
continue;
priorityGuids.Add(guid);
}
else if (guid != savedObjectGuid) // Don't add saved object twice
// Saved object ALWAYS comes first (critical for restoring selection)
// Even if it's in custom order, we need it loaded immediately
// O(1) membership for the ordering below instead of repeated O(n) List.Contains scans.
HashSet<string> priorityGuidSet = new(priorityGuids, StringComparer.Ordinal);
Comment on lines +7593 to +7595
orderedPriorityGuids.AddRange(
priorityGuids.Except(orderedPriorityGuids, StringComparer.Ordinal)
);
- DetermineObjectToAutoSelect now compares the saved GUID with
  OrdinalIgnoreCase to match the priority guard in LoadObjectTypesAsync, so a
  saved asset that loaded is never skipped for auto-select over casing (Cursor).
- RunDataProcessor refuses to run while the selected type is still streaming
  in, so a processor never operates on a partial set while the confirmation
  dialog implies the whole type (Cursor).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

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Pull request overview

Copilot reviewed 17 out of 22 changed files in this pull request and generated 4 comments.

Files not reviewed (3)
  • Editor/DataVisualizer/Data/LabelFilterEvaluator.cs.meta: Generated file
  • Editor/DataVisualizer/Extensions/ListViewCompatExtensions.cs.meta: Generated file
  • Tests/Editor/LabelFilterEvaluatorTests.cs.meta: Generated file

Comment on lines +368 to +370
private readonly Dictionary<string, int> _asyncDisplayOrderByGuid = new(
StringComparer.Ordinal
);
{
string assetPath = AssetDatabase.GUIDToAssetPath(assetGuid);
if (string.IsNullOrWhiteSpace(assetPath))
HashSet<string> allGuidLookup = new(allGuids, StringComparer.Ordinal);
List<string> remainingGuids = new();

// Create a set for fast lookup
HashSet<string> customGuidSet = new(customGuidOrder, StringComparer.Ordinal);
// (otherwise later batches keep positioning new items by the stale pre-reorder order).
if (_isLoadingObjectsAsync && _asyncLoadTargetType == type)
{
HashSet<string> present = new(orderedGuids, StringComparer.Ordinal);

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Cursor Bugbot has reviewed your changes and found 1 potential issue.

Fix All in Cursor

❌ Bugbot Autofix is OFF. To automatically fix reported issues with cloud agents, enable autofix in the Cursor dashboard.

Reviewed by Cursor Bugbot for commit dfc4ea4. Configure here.

Comment thread Editor/DataVisualizer/DataVisualizer.cs
After the window is hidden and shown again, Cleanup clears the search cache
but population only ran once in CreateGUI, so search stayed stuck on
"Building search index..." with no rebuild. PerformSearch now kicks off
PopulateSearchCacheAsync when it hits an unpopulated cache that isn't already
building, so the query resolves once the rebuild completes (Cursor).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

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Pull request overview

Copilot reviewed 17 out of 22 changed files in this pull request and generated no new comments.

Files not reviewed (3)
  • Editor/DataVisualizer/Data/LabelFilterEvaluator.cs.meta: Generated file
  • Editor/DataVisualizer/Extensions/ListViewCompatExtensions.cs.meta: Generated file
  • Tests/Editor/LabelFilterEvaluatorTests.cs.meta: Generated file

@wallstop wallstop merged commit f1cb120 into main Jul 7, 2026
2 checks passed
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3 participants