FAQ
Answers to the questions new users actually hit, ordered by how early you are likely to meet them.
The most common questions, in the order new users usually hit them. If your issue is not here, check the service reference — every service page has a "Gotchas" section — or write to us.
"I imported the package and nothing appeared in my scene"
That is by design. CGS is a headless code framework — there is no prefab to place, no manager to configure, and nothing it wants to add to your scene. It starts itself the moment you press Play.
The Welcome window is the front door. It opens once by itself after import; reopen it any time from Tools > Common Game System > Welcome or Window > Common Game System > Welcome. From there:
- Click Open Demo Scene and press Play. The Motion Lab demo shows tweens, timers, and the pause-proof clock system live, with no setup.
- Or press Play in any scene and check the Console for the line
bootstrap complete (v2.1.0, 23 services)— proof that all 23 services started before your scene ran.
Full walkthrough: Getting Started.
"The demo or a sample ignores my mouse and keyboard" (Enter does nothing in the command console)
Your project is still running on the OLD input backend. Installing the Input System package does not switch the backend — on a fresh project, Active Input Handling stays on "Input Manager (Old)" — so the demo scene, the UI samples, and the command console silently receive no input at all.
The fix is one click: whenever this is the case, the Welcome window shows a yellow warning with an Enable the new Input System (restarts the editor) button. Click it and let the editor restart.
The restart is required, not a formality. The input backend only switches during an editor restart — a running session can still be on the old backend even after the setting has changed. If you (or a teammate) changed the setting by hand and skipped the restart, input stays dead until you restart the editor.
To change it manually instead: Edit > Project Settings > Player > Other Settings > Active Input Handling → "Input System Package (New)" or "Both", then restart the editor and press Play again.
"The editor asked to restart for the new Input System"
Say yes. Unity shows this prompt when a project enables the Input System package for the first time — the input backend can only switch during a restart (see the previous answer). Your project and the package are untouched by the restart. Afterward, the Welcome window is still available from both menus listed above, and everything continues where you left off.
"The demo scene is missing"
The Motion Lab demo needs Unity's built-in uGUI package (com.unity.ugui) for its buttons and sliders. If that package was removed from your project, the demo's scripts exclude themselves, so the scene cannot run. Reinstall uGUI from the Package Manager and the demo returns. The framework itself is unaffected either way — it starts and runs all its services without uGUI (see chapter 7.2 of the manual).
"Does this work with URP, HDRP, or the built-in renderer?"
Yes, all three. The framework draws nothing and contains no shaders, no materials, and no render-pipeline code. It provides logic: saving, timing, events, input routing, audio mixing, and the other services. Whatever renders your game is invisible to it, so pipeline upgrades never touch the framework.
"Where are the 2,600+ automated tests?"
Hidden, on purpose. The test suite ships inside the package in a folder Unity does not import, so it never adds compile time or clutter to your project. To run it yourself: open the Welcome window and click Import framework tests in the footer. The tests then appear in Unity's Test Runner (Window > General > Test Runner, EditMode tab — click Run All and expect zero failures). This is entirely optional — the suite already passed before release. Details: chapter 3.4 of the manual.
"The console says: Unknown action map 'ui.panel'"
The UI panel stack tried to enable its menu input maps, but your input actions asset does not define them. Add two action maps named exactly ui.panel and ui.modal (lowercase, with the dot) to your .inputactions asset, and wire the asset in as shown in chapter 6.2 of the manual.
"Saving works in the editor, but my IL2CPP build loses saves"
Your save classes are being stripped from the build. IL2CPP removes classes that look unused, and classes that only exist to be serialized look exactly like that. Add a link.xml file under Assets/ listing your save data classes — the complete recipe, with a copy-paste file, is in chapter 6.3 of the manual. The same fix applies to custom settings groups.
Getting help
- Email: yoop80075@gmail.com — include your Unity version and the Console line that starts with
bootstrap complete, if you have one. - The manual: starts at chapter 1 on this site, and ships in the package at
Documentation/CGS-Manual.pdf. - Service reference: one plain-language page per service at the documentation index (also in your project under
Documentation/Modules/), each with its full API, a working example, and known gotchas. - Change log:
CHANGELOG.mdat the package root lists what changed in every version. - Quick links: the Welcome window's link row (Manual, Documentation, Changelog, Module Reference) opens all of the above directly.