8. Troubleshooting and FAQ
The most common questions and fixes, in the order new users usually hit them, plus how to get help.
The most common questions, in the order new users usually hit them. If your issue is not here, check the service reference — every service has its own page with a "Gotchas" section (the same pages ship in your project under Documentation/Modules/) — or write to us (section 8.9).
8.1 "I imported the package and nothing appeared in my scene"
That is by design. The framework is code, not scene objects — there is no prefab to place and no manager to configure. It starts itself the moment you press Play. To see it working:
- Open the Welcome window: Tools > Common Game System > Welcome (also under Window > Common Game System > Welcome). It opens once by itself after import, and both menu items bring it back any time.
- Click Open Demo Scene at the top of that window and press Play. The Motion Lab demo shows tweens, timers, and the pause-proof clock system live, with no setup.
- Or just press Play in any scene and check the Console for the line
bootstrap complete (v2.1.0, 23 services).
8.2 "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. 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.
8.3 "The demo or a sample ignores my mouse and keyboard" (typing Enter in the console does nothing)
Your project is still on the OLD input backend. Installing the Input System package does not switch the backend, and on a fresh project it 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: the Welcome window shows a yellow warning with an Enable the new Input System (restarts the editor) button whenever this is the case. Click it, let the editor restart, and press Play again. To do it by hand instead: Edit > Project Settings > Player > Other Settings > Active Input Handling → "Input System Package (New)" or "Both", then restart the editor.
The restart is required, not optional: a running editor session can still be on the old backend even after the setting changes. If input still seems dead, restart the editor before debugging anything else.
8.4 "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).
8.5 "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. The same fix applies to custom settings groups.
8.6 "Where are the 2,600+ automated tests?"
Hidden, on purpose. The suite of 2,600+ automated tests 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). This is entirely optional — the suite already passed before release. See chapter 3.4 for the full walkthrough.
8.7 "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.
8.8 "The console says: Unknown action map 'ui.panel'"
The UI panel stack tried to enable its menu input maps, but your input 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.
8.9 Getting help
- Email: yoop80075@gmail.com — include your Unity version and the Console line that starts with
bootstrap complete, if you have one. - This manual: ships in the package at
Documentation/CGS-Manual.pdf, and lives online starting at Getting Started. - Service reference: one plain-language page per service — online at the documentation index, or in your project under
Documentation/Modules/(for exampleModules/SaveLoad.md) — 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.