I also think that after a thrown exception the game is in a fuzzy state. With that being said, the reason it does not work exactly like Unity behaviours, is that for performance reasons, all graphs are updated from within a single MonoBehaviour’s Update call (that being MonoManager’s Update call). As such if one of the calls made in there throws an exception the rest are not called. While I could, I wouldn’t really like to add the whole iteration in MonoManager.Update within a try{} catch{} block. I don’t find it to be good practice to be honest, but you can do this change if you want 🙂 However, if you let me know what exception is thrown in your case, maybe it is something that I should have handled in the first place but instead I missed it.