Fixed issue, where fetching scenes would not initially check if the scene was valid before accessing the path
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# Change Log
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# Change Log
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All notable changes to this project will be documented in this file.
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All notable changes to this project will be documented in this file.
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## [2.0.1] - 2025-12-15
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### Fixed
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- Fixed issue, where fetching scenes would not initially check if the scene was valid before accessing the path
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## [2.0.0] - 2025-12-06
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## [2.0.0] - 2025-12-06
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- Navigation tools upgraded to use the new `MainToolbarElement` API
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- Navigation tools upgraded to use the new `MainToolbarElement` API
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@ -248,7 +248,7 @@ namespace Module.NavigationTool.Editor.Toolbar
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{
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{
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Scene scene = SceneManager.GetSceneAt(i);
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Scene scene = SceneManager.GetSceneAt(i);
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if (string.IsNullOrEmpty(scene.path))
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if (!scene.IsValid() || string.IsNullOrEmpty(scene.path))
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continue;
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continue;
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int index = IndexOfPath(scenes, scene.path, false);
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int index = IndexOfPath(scenes, scene.path, false);
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{
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{
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"name": "com.module.navigationtool",
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"name": "com.module.navigationtool",
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"version": "2.0.0",
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"version": "2.0.1",
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"displayName": "Module.NavigationTool",
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"displayName": "Module.NavigationTool",
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"description": "Support for navigation tools, like favorites, history and toolbars",
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"description": "Support for navigation tools, like favorites, history and toolbars",
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"unity": "2019.2",
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"unity": "2019.2",
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