Fix : No more messages after leaving play mode
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@@ -10,25 +10,52 @@ using UnityEngine;
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[InitializeOnLoad]
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public static class SceneNotifier
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{
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// Replace with your Discord webhook URL
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private static readonly string WebhookUrl = "https://discord.com/api/webhooks/1486718530765328424/42mP_zYNTEwwBbc_lcuasPbpZppXoC4U14-Pde1YatdxatT5s9vml8lgQXTwAmm0PNe5";
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private static readonly string WebhookUrl = "https://discord.com/api/webhooks/WEBHOOK_ID/WEBHOOK_TOKEN";
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private static readonly string UserName = Environment.UserName;
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private static readonly string MachineName = Environment.MachineName;
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private static readonly HttpClient Http = new HttpClient();
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// Key = full scene path, Value = opened timestamp
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private static readonly Dictionary<string, DateTime> OpenScenes = new Dictionary<string, DateTime>();
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// Suppresses fake open/close events caused by Play Mode transitions
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private static bool SuppressSceneEvents = false;
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static SceneNotifier()
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{
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EditorSceneManager.sceneOpened += OnSceneOpened;
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EditorSceneManager.sceneClosed += OnSceneClosed;
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EditorApplication.quitting += OnEditorQuitting;
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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private static void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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switch (state)
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{
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case PlayModeStateChange.ExitingEditMode:
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case PlayModeStateChange.EnteredPlayMode:
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case PlayModeStateChange.ExitingPlayMode:
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case PlayModeStateChange.EnteredEditMode:
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SuppressSceneEvents = true;
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break;
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}
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// Re-enable notifications shortly after returning to edit mode
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if (state == PlayModeStateChange.EnteredEditMode)
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{
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EditorApplication.delayCall += () =>
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{
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SuppressSceneEvents = false;
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};
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}
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}
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private static void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, OpenSceneMode mode)
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{
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if (SuppressSceneEvents || EditorApplication.isPlayingOrWillChangePlaymode)
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return;
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if (!IsTrackableScene(scene))
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return;
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@@ -49,6 +76,9 @@ public static class SceneNotifier
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private static void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
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{
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if (SuppressSceneEvents || EditorApplication.isPlayingOrWillChangePlaymode)
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return;
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if (!IsTrackableScene(scene))
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return;
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@@ -71,19 +101,6 @@ public static class SceneNotifier
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OpenScenes.Remove(scenePath);
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_ = SendDiscordMessage(message);
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}
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else
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{
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// Safety fallback in case Unity reports a close for a scene we did not track
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string message =
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$"🔓 **Scene Released**\n" +
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$"👤 **{UserName}**\n" +
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$"💻 **{MachineName}**\n" +
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$"📁 `{FormatPath(scenePath)}`\n" +
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$"🕒 Closed: **{FormatDateTime(closedAt)}**\n" +
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$"⏱ Stayed on scene: **unknown**";
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_ = SendDiscordMessage(message);
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}
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}
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private static void OnEditorQuitting()
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@@ -91,19 +108,8 @@ public static class SceneNotifier
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DateTime quitAt = DateTime.Now;
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if (OpenScenes.Count == 0)
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{
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string message =
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$"❌ **Unity Closed**\n" +
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$"👤 **{UserName}**\n" +
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$"💻 **{MachineName}**\n" +
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$"🕒 Closed Unity: **{FormatDateTime(quitAt)}**\n" +
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$"📂 No tracked open scenes";
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_ = SendDiscordMessage(message);
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return;
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}
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// Copy first so we can safely clear afterward
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var scenesToRelease = new List<KeyValuePair<string, DateTime>>(OpenScenes);
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foreach (var kvp in scenesToRelease)
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@@ -129,7 +135,6 @@ public static class SceneNotifier
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private static bool IsTrackableScene(UnityEngine.SceneManagement.Scene scene)
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{
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// Prevent false notifications on startup / editor internals / untitled scenes
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if (string.IsNullOrWhiteSpace(scene.path))
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return false;
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@@ -170,11 +175,7 @@ public static class SceneNotifier
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using var httpContent = new StringContent(json, Encoding.UTF8, "application/json");
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using var response = await Http.PostAsync(WebhookUrl, httpContent);
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if (response.IsSuccessStatusCode)
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{
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Debug.Log($"[SceneNotifier] Sent to Discord:\n{content}");
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}
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else
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if (!response.IsSuccessStatusCode)
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{
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string responseBody = await response.Content.ReadAsStringAsync();
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Debug.LogWarning(
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