Unity: Conflict between new InputSystem and old EventSystem

You probably tried to import a new input system package for multiple input devices compatibility. These type of errors are due to conflict between old and new input system packages and are probably resolved in latest updates. To resolve this issue, Go to Edit -> Project Settings->Player->Under Other Settings under Configuration is the option Active … Read more

Can you recomment a better IDE for Unity C# coding? [closed]

Updated 02/08/2022 JetBrains Rider There’s a new cross-platform .NET IDE by JetBrains – Rider with build-in resharper-like commands and quite a list of features including rich web development support and specifically Unity Unity support Deeper integration with the Unity Editor: if a method/script is used in a scene, prefab, or asset file, navigating from the … Read more

Why does Resources.Load return null?

Resources.Load will search for a directory in Assets/Resources. If you want to put it to Sprites directory then put it inside Resources (ex. Assets/Resources/Sprites). Then you can just load it like this: Sprite myFruit = Resources.Load <Sprite> (“Sprites/Graphics_3”); Also make sure that you’ve set your image type to Sprite in the inspector. If you want … Read more

In Unity, how does Unity magically call all “Interfaces”?

When it comes to XXXUpdate, OnCollisionXXX and other MonoBehaviours, the way Unity registers is not reflection as it has been widely believed but some internal compilation process. HOW UPDATE IS CALLED No, Unity doesn’t use System.Reflection to find a magic method every time it needs to call one. Instead, the first time a MonoBehaviour of … Read more

What’s a good global exception handling strategy for Unity3D?

Create an empty GameObject in your scene and attach this script to it: using UnityEngine; public class ExceptionManager : MonoBehaviour { void Awake() { Application.logMessageReceived += HandleException; DontDestroyOnLoad(gameObject); } void HandleException(string logString, string stackTrace, LogType type) { if (type == LogType.Exception) { //handle here } } } make sure there is one instance. The rest … Read more