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fix(core): convert AsyncOperation to UniTask for Unity 6 compatibility (#595)
* docs: add git workflow guidelines for branching and PRs - Always create branches from master, not feature branches - Never push directly to master, use PRs for all changes Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> Signed-off-by: JasonXuDeveloper - 傑 <jason@xgamedev.net> * fix(core): convert AsyncOperation to UniTask for Unity 6 compatibility In Unity 6, UnityEngine.AsyncOperation cannot be directly awaited. Convert to UniTask using .ToUniTask() extension method. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> Signed-off-by: JasonXuDeveloper - 傑 <jason@xgamedev.net> --------- Signed-off-by: JasonXuDeveloper - 傑 <jason@xgamedev.net> Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
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.claude/rules/commit-conventions.md

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# Commit Message Format
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# Git Workflow & Commit Conventions
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## Branching
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**Always create new branches from `master`** (the main branch), not from feature branches:
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```bash
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# Correct workflow
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git checkout master
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git pull origin master
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git checkout -b fix/my-fix
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# Wrong - creates branch from current branch which may not be master
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git checkout -b fix/my-fix
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```
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Before creating a PR branch, always:
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1. Switch to `master`
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2. Pull latest changes
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3. Then create the new branch
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## Never Push Directly to Master
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**All changes must go through pull requests.** Never push commits directly to master, even for documentation changes. This ensures:
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- Code review for all changes
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- CI checks run before merge
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- Clean git history with traceable PRs
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## Commit Message Format
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All commits should follow the Conventional Commits specification to enable automatic changelog generation.
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UnityProject/Packages/com.jasonxudeveloper.jengine.core/Runtime/Bootstrap.Common.cs

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// Call error callback
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await callbacks.OnError(e);
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// Switch back to previous scene
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await SceneManager.LoadSceneAsync(previousSceneName);
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await SceneManager.LoadSceneAsync(previousSceneName).ToUniTask();
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return null;
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}

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