I already filed a bug report with Unity, but they haven't replied yet. To answer your previous questions: no, I haven't changed any settings about excluding assemblies Delete PlayerPrefs via the debug button on the InputManager component Delete Rewired package from AppData/Roaming and re-download, then re-import Remove and rebuild entire Library folder Is there anything I can do to "reset" whatever is broken? I've already tried However, I still can't reproduce the problem in an empty project.
![xinput test unhandled exception xinput test unhandled exception](https://cdn.wccftech.com/wp-content/uploads/2021/07/Unhandled-exception-error-12.jpg)
The only way to make those error messages go away way to delete RewiredStandaloneInputModule.cs from the project entirely. Technically, the Rewired error messages that I mentioned before still appear, but at least the build works without getting corrupted. The game builds correctly if I remove this component. I've narrowed the problem down to the RewiredStandaloneInputModule component.
Xinput test unhandled exception code#
If you have scripts that execute code on a build using build pipeline callbacks, remove them and see what happens. Try starting a new project and build a test scene (Rewired/Examples/PlayerMouseUnityUI). Try deleting Unity temporary cache folders (il2cpp caches, etc.) Try building to a different location and not over an existing build. All I can guess is there is something corrupted in your project. This has something to do with Unity'scataloging of classes in assemblies during compilation, which is outside my control. Even if I wanted to to cause this kind of error, there's no way I could do it.
![xinput test unhandled exception xinput test unhandled exception](https://cdn.wccftech.com/wp-content/uploads/2021/07/Unhandled-exception-error-1-740x287.jpg)
Is Rewired_Core.dll excluded from the build target? The class is no different than any other class that inherits from MonoBehaviour. How would it even compile if that's the case? The class does exist. I can only guess that it is thrown by Unity when a class which is referenced in a script somehow does not exist. I have never seen a "failed to resolve" exception before. is a MonoBehaviour-based component in Rewired_Core.dll. Disabling mouse settings wouldn't have any effect on this kind of error.