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How to Fix Common Problems With AI-Generated Games: Broken Controls, Missing Assets, and More

Reproduce the bug, capture the first useful error, and fix one layer at a time. This guide covers broken controls, missing assets, endless loading, and preview-to-publish differences, with clearly labeled Unity, Decentraland, Microsoft, and Roblox guidance.
Length7 min Posted Quest giverVGSources Team

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When an AI-generated game breaks, first reproduce the problem and capture the first useful console or build error. Then identify the failing layer—compilation, input, asset import or reference, or publishing and runtime—and fix that layer before changing anything else. AI-generated code and assets still need to be inspected, built, and tested in the project where they will run.

Start by reproducing the problem

Before editing code or regenerating assets, record what happened and where. This makes it easier to distinguish the underlying fault from symptoms that appear later.

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  • Write down the steps the player took, what should have happened, and what happened instead.
  • Record the engine and version, and whether the issue appears in the editor, preview, or deployed build.
  • Copy the first relevant console or build error, along with nearby log lines. The earliest meaningful error is often more useful than a long list of follow-on failures.
  • Change one layer at a time, then reproduce the same steps to check whether the fix worked.

When asking an AI assistant to debug, include the error, the relevant project context, and the expected behavior rather than only a vague symptom. The Decentraland SDK 7 troubleshooting guide advises: “Paste the error message from the console, or describe what’s not behaving as expected, and it can usually find the problem in your scene’s code and fix it for you.” That is advice to provide concrete evidence, not a guarantee that an assistant will identify the cause. Treat generated code as a proposal: inspect it, compile it, and verify it in the project.

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Compilation errors, startup failures, and endless loading

If a project cannot compile or start, resolve the earliest startup or compilation error before troubleshooting controls or visuals. A failed script or dependency can create secondary symptoms, including asset-import problems.

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Unity: resolve script errors in Safe Mode

When Unity offers Safe Mode for script compilation errors, use it to address those errors before allowing a full import. Unity lists editor-version mismatches, missing or incorrect package versions, script errors, and problematic version-control changes among possible causes. Its documentation also warns that ignoring compilation errors can prevent Play Mode or builds and can lead to package and asset-import problems. See Unity’s Safe Mode documentation for Unity 6.5.

  1. In Safe Mode, inspect the first compiler errors and identify the affected script or package.
  2. Check for recent editor-version changes, missing dependencies, package-version changes, generated scripts, and source-control changes.
  3. Fix the initial errors, then let the project import and check whether the original problem remains.

Decentraland SDK 7: check the environment and SDK version

For the specific case where npm run start produces neither a browser window nor a preview URL, the Decentraland SDK 7 troubleshooting guide says the development environment requires Node 20 or newer. For a stuck loading screen or a critical-error banner, it advises checking that the project uses the latest SDK version. These are platform-specific instructions; check the current guide and project compatibility before upgrading dependencies. The guide is at Decentraland SDK 7 troubleshooting.

Why are my controls not working?

A control can fail because the action is missing from the input configuration, the intended key or button is mapped incorrectly, gameplay code never receives the input, or the on-screen prompt names the wrong control. Navigation can also fail even when an individual action works.

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  1. Check that the action exists in the project’s input configuration.
  2. Confirm the intended keyboard, controller, or touch input is mapped to that action.
  3. Check that the gameplay code receives the action and triggers the expected behavior.
  4. Compare the displayed prompt with the actual mapping; correct prompts do not prove the mapping works, and a working mapping does not make a misleading prompt acceptable.
  5. Repeat the test for each input method the game claims to support, including controller navigation through menus if applicable.

Microsoft’s Xbox and Windows title-quality criteria classify incorrect button imagery or commands, and controller-navigation failures, as quality issues. The criteria are not a mapping tutorial, and support varies by game and platform. For controller-specific diagnosis, a compatible PC controller can be an optional test device; first check that the game’s stated platform and input support cover it. See Microsoft’s GDK title-quality criteria.

Why are assets missing in the game?

Trace the asset from its file to the place it appears in the game. Check the reference and import path first; then check build inclusion and any platform-specific conversion or content limits.

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  • Verify the file exists and that its spelling, capitalization, and relative path match the reference.
  • Check scene, prefab, or other object references for missing or stale links.
  • Read import and package errors, and confirm that required dependencies are present.
  • Check whether the asset is included in the build, not just available in the editor.
  • If the file is present but its appearance differs, check the target platform’s conversion, optimization, or content limits.

Decentraland SDK 7 documents several platform-specific causes: models extending beyond scene boundaries can be clipped; textures in converted 3D models are capped at 512×512 pixels during conversion; and distant level-of-detail (LOD) assets can appear missing until generation completes. These limits apply to the Decentraland examples, not automatically to Unity, Roblox, or other engines. Consult the Decentraland troubleshooting guide for the platform’s asset guidance.

If a Decentraland model looks different after deployment, compare asset-bundle behavior and reproduce optimized assets in preview before publishing. The guide documents &DISABLE_ASSET_BUNDLES as a preview flag for this comparison. Do not apply that setting to other engines.

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Why does the game look fine in preview but broken after publishing?

Preview and deployed builds can differ when conversion is still running, a platform-specific job has not completed, a client is displaying cached content, or the published scene has clipping or optimization differences. Check deployment and conversion status before publishing again.

  1. Check whether the publish and any asset-conversion jobs have completed for the platform that looks wrong.
  2. Compare the affected platforms and clients. A different result on Windows or Mac can reflect conversion timing, while a stale client can reflect caching.
  3. Confirm the latest upload has propagated and check scene boundaries or asset optimization if the deployed appearance is clipped or changed.
  4. If a platform conversion reports failure, follow that platform’s current recovery and reporting instructions.

Decentraland documents that players can temporarily see different versions while Windows or Mac conversions complete and clients retain caches. Its troubleshooting guide warns that publishing again can return a conversion job to the back of the queue; wait for the queued conversion rather than repeatedly republishing. See Decentraland SDK 7 troubleshooting.

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Why does the loading screen never finish?

First establish whether the project fails before the preview or game starts, or whether it reaches a loading screen and stalls. In Unity, resolve compilation errors and dependency problems before treating loading as a separate runtime issue. In Decentraland SDK 7, the guide points to checking the latest SDK version for a stuck loading screen or critical-error banner. A missing preview URL after npm run start is a different symptom: for that specific case, the guide says to check for Node 20 or newer. Follow the platform-specific instructions above and check the current Decentraland guide before changing dependencies.

Check generated mechanics for accessibility and platform rules

A mechanic can work as designed and still block players from completing a level. Test generated challenges with the game’s supported access options, not only with the input method used to create them.

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Microsoft’s accessibility guidance gives dynamically generated levels that require simultaneous button presses as an example of a design that could exclude players with fine-motor disabilities. Depending on the game, possible design approaches include remapping, alternate controls, adjustable difficulty, or another route through the challenge; these are options to consider, not requirements stated by the source. Read Microsoft’s accessibility guidance for gaming AI.

For Roblox, creators remain responsible for content delivered to users, including content made with third-party generative tools. Roblox requires disclosure of AI interactions in its Content Maturity questionnaire and says extended AI interactions—such as continuous chatbot-like play or cross-session memory—need a Restricted maturity label. Check the current Roblox Creator Hub guidance on generative AI before release because platform policies can change.

Use AI generation as an iteration aid, not a substitute for integration

A 2025 user study by Kaisei Fukaya, Damon Daylamani-Zad, and Harry Agius involved 16 game designers and developers evaluating AI-driven graphical asset-generation tools. The authors report that participants favored using generation early to explore variations, then improving selected assets, and identified integration with existing tools and common, manipulable formats as needs. The participant count describes that study, not how common asset problems are across games. Read the 2025 paper on AI-driven graphical asset-generation tools.

In practice, check whether a generated asset can be imported and manipulated in your existing project, and whether its final in-game appearance survives the target platform’s build and conversion process. No single repair workflow is established as best across engines: judge a fix by whether it addresses the reproduced error, preserves references and visual fidelity, works in preview and deployed builds, and leaves the intended players able to use the controls.

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