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How do you modify how Unity reacts to run-time exceptions?
I've been working with Unity for multiple years now, but I found this odd change in behavior. For most of the time I've been using Unity, there of course will be null reference exceptions and such that indicate an error in the code. But for most of the time, the error would appear in the log but the game would keep running. Also, the only other problem would be that lost functionality in the game would be directly related to the code that messed up. Within the last 2 weeks, I've noticed this change: now, any time an error is found at run-time, gameplay freezes due to that 1 error. I' halfway certain there's some setting in Unity causing this change, but I haven't been able to figure out what was changed. To further clarify, I am looking to get back the previous behavior since that version is much better for demo testing. Also, I've found this new version will freeze the game based on errors that, while not good, would not otherwise affect game play.
If by freezing do you mean that the game pauses, then toggle the "Error Pause" button off in the Console. If you mean actually freezing then could you send an example of a project that freezes when an error occurs?
The better word may be halting, for it seems related to another of the posts where a user was asking how to make Unity halt when it comes to an error. In effect, an error comes, and then all visuals stop moving and it looks like it's loading. It is not crashing though, for I can still press the play button to leave play-mode and so see the error that was generated.
Since posting this question, I've proven that this change in behavior is only in the editor and doesn't occur in builds. Still, I would like to know how this behavior can be changed between the two types.
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