Versions compared
The preceding published release is v1.0.10. This page is based on the tagged source comparison and the v1.1.0 release notes. v1.0.10 → v1.1.0 · Release
UI queries/actions, World Object Tree, game input, Visual comparison, sequential Recording, MCP/WebMCP, and Godot/Unity integrations already existed. They are not new in 1.1.0. For installation, see the regular guides: .NET packages · npm packages
Added: semantic snapshot comparisons
Visual tests already compared PNGs. 1.1.0 adds Gua.Testing.Snapshots to compare UI/World IDs, hierarchy, text, and values against saved baselines.
Installation and comparison example · #149
Added: typed values and additional observations
Games can now register custom values and expose reads and change notifications alongside standard UI/World data. Shared Value types, enum catalogs, and equality were added across the C ABI, C++, .NET, and gua-value-tools.
Register and read observations · #139 · #141 · #144
Added: Trace records and offline reports
Trace records operations, completion, observations, assertions, and attachments together. Inspector opens it offline; GuaTraceReport.WriteHtml creates a standalone report. Existing Recording replay serves a different purpose.
Capture and report examples · #140 · #146 · #157 · #169
Changed: resolve targets when acting and wait for readiness
Queries and Get already existed. Locator actions now re-resolve the target and wait for conditions such as visibility and enabled state before acting. Use Query(...).ClickAsync() rather than retaining a node from an earlier screen.
Added: explicit checks of published structure
GuaSemanticLinter.Analyze checks issues such as duplicate IDs or invalid hierarchy when explicitly requested. It does not run automatically on every frame.
Added: queries against engine physics
World coordinate searches already existed. 1.1.0 adds bounded physics queries such as raycasts for Godot/Unity, with explicit Testing/Debug authorization. Built-in public browser AI paths do not support them.
Difference from World searches · #151 · #156 · #159 · #161
Added: input value descriptions and timed replay
Opt-in v2 tools describe accepted input values and examples. ReplayTimedSegmentAsync executes a finite, scheduled input plan. Sequential Recording already existed; built-in MCP/Inspector replay remains sequential.
Input metadata guide · #152 · #160
Added: offline resources for test records
Gua.Testing embeds schemas and an offline Viewer and can generate Trace HTML reports without a separate Node or Bun installation.
.NET packages · #163 · #176
Added: generate C# tests in Inspector
Generate Gua.Testing locators, actions, and assertions from a selected UI node. Review the ID and expected state before adding the code to a test.
Behavior fixes
- Fixed Unity UI Toolkit Button clicks and Tab navigation. #137
- Fixed empty game-input search responses in Godot Web. #138
- MCP retains an unconfirmed outcome on disconnect for submitted actions, instead of treating them as never sent. #165
Limits at 1.1.0
Unity 6000.5.3f1 desktop Mono Players were verified on Windows, Linux, Intel Mac, and Apple Silicon Mac. Editor was verified on Windows, Linux, and Apple M4; native Intel Mac Editor was implemented but unverified. Built-in browser screenshot/privileged spatial queries are unsupported; simultaneous native MCP/WebMCP routing in Codex was unverified. This historical page does not incorporate later 1.1.1 verification.