Quick answer: Call AssetDatabase.Refresh after writing files programmatically, regain editor focus, or set Auto Refresh on, and use ImportAsset for a specific path to force a single-file import.

Your build tool or script writes a new asset into the Assets folder, but it does not appear in the Project window. Unity has not been told the filesystem changed.

How to fix it

1. Refresh after writing

After creating files programmatically, call AssetDatabase.Refresh() so Unity rescans and imports the new files. Without it, they remain unknown to the asset database.

2. Import a specific path

For a single known file, call AssetDatabase.ImportAsset(path) to import just that asset, which is faster than a full refresh on large projects.

3. Check auto refresh settings

If files added while the editor was unfocused do not appear, ensure Preferences > Asset Pipeline > Auto Refresh is enabled, or click the editor to regain focus and trigger a scan.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.