Screen game turns gray when launch after build

Hello everyone, got a major problem with my game. Everything seems to work fine in the editor, no error etc… But when I tried to launch the game after the first build, I just got the unity logo and then… Gray screen. I’ve verified if my scene, it’s on the build settings. I’ve been wandering the internet for a solution but I can’t find it. People been saying it could be the camera but I did try everything too. I can send my project to anyone who wants to look into that. Thanks a lot folks !!

Start looking in the logs. If there’s nothing, then start adding Debug.Log() statements in your code to figure out at which point it fails.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

You must find a way to get the information you need in order to reason about what the problem is.

Thanks for the reply but i d’ont think you understand the problem. I don’t get any errors or logs etc… Everything is fine in the editor, everything seems to work well, but when I build the game, I just got an empty gray scene. I think it’s because of the camera but I can’t find the problem…

I don’t understand the problem and at this stage neither do you.

The steps provided are a way for a computer operator (in this case YOU) to operate the program in a way to discover what might be going wrong.

This process is broadly known as “debugging.”

Dive right in, the water’s fine.