Trying to create a default "Oh snap we crashed!" Window to display if we never need to crash my game

Ideally I’d like to do it all in C#. I’m error-checking our network calls, and depending on the response code I may need to crash our game. Is there a way to pop up a quick box that says: "Oops, we’re sorry. We’ve crashed, here’s the error code: " and then exit the game when the user hits Okay.

Is this just a “can I make some UI?” kinda question?? Yes, Unity has UI. Yes, there are tutorials you can follow. GO!

Or is it a question about the network result? Go to the UnityWebRequest docs and start there. There’s many different errors available.

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Finally, when you have errors, don’t post here… just go fix your errors! Here’s how:

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly? Are you structuring the syntax correctly? Look for examples!

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

No, you don’t!

You’re supposed to handle any issues gracefully, especially when they are under your control. There is NO application out in the wild that would purposefully do something like “Oops, the thing I got over our regular network connection has me crash the application, there is no other way, not even changing scenes or discarding that data or doing the next best sensible thing.”.

Unless you mean something less dramatic when you said “crash”. To me that’s calling Application.Quit().

Some games may end the session and return to the menu with an explanation for the user, for example “network state out of synch - ending session”. That’s about as far as you should take it.

A game crash is the worst thing that could happen to a game, and by far. It’s the best (worst) way to make players never play (or even reinstall) your game again and it’s the biggest incentive for a bad review. Players can forgive minor bugs if they don’t interfere with their progress. A crash is simply the biggest obstacle for gameplay progress…

I believe OP wants a graceful crash error report in the OS, instead of having his app/game CTD without any trace.

I think they want to crash the game willingly if a network request fails:

Yeah well, if that’s the case, that’s not a crash by definition. As soon as it’s handled, an error should never lead into a crash. I guess OP is loosely using this term just to sound cool, and it explains this quote from CodeSmile as well.

That said, this makes the question so paradoxical on so many levels.