You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: README.md
+11-8Lines changed: 11 additions & 8 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -12,6 +12,7 @@
12
12
-[Prerequisites](#prerequisites)
13
13
-[Platforms Supported](#platforms-supported)
14
14
-[Setup](#installation)
15
+
-[Best Practices](#plugin-best-practices)
15
16
-[Android Specific information](#android-specific-information)
16
17
-[iOS Specific information](#ios-specific-information)
17
18
-[Data Privacy](#data-privacy)
@@ -124,7 +125,7 @@ If you need to use more advanced configuration, `Initialize` method accepts a `B
124
125
attributes: attributes);
125
126
```
126
127
127
-
##Plugin best practices
128
+
# Plugin best practices
128
129
129
130
The plugin will report on 5 'classes' or errors:
130
131
1) Log Errors - Programmers use [Debug.LogError](https://docs.unity3d.com/ScriptReference/Debug.LogError.html), a variant of Debug.Log, to log error messages to the console.
@@ -133,9 +134,11 @@ The plugin will report on 5 'classes' or errors:
133
134
4) Crashes - An end to the game play experience. The game crashes or restarts.
134
135
5) Hangs - A game is non responsive. Some platforms will tell the user "This app has stopped responding"
135
136
136
-
The plugin provide 2 controls for manaing what the client will report. [SkipReports](#filtering-a-report) allows you to tell the client to only report on specific classes of these errors, and [Log Error Sampling](#sampling-log-errors) will allow you to tell the client to sample the Debug Log errors so programmers don't 'shoot themselves in the foot' by releasing the plugin to a many users and report on hundreds of low priority and recoverable errors that they may not be intending to capture.
137
+
The plugin provides 3 controls for managing what the client will report.
138
+
-[SkipReports](#filtering-a-report) allows you to tell the client to only report on specific classes of these errors.
139
+
-[Log Error Sampling](#sampling-log-errors) allows you to tell the client to sample the Debug Log errors. Programmers may not be aware of the frequency that Debug Log errors are being generated when released in retail, and we recommend you are intentional about capturing these types of errors.
140
+
-[Client Side Deduplication](#client-side-deduplication) allows you to aggregate the reports based on callstack, error message, or classifier, and send only a single message to Backtrace each time the offline database is flushed.
137
141
138
-
The plugin allows you to collect game objects if you like by specifying a depth of hierarchy to inspect to for game objects. By default its disabled (Game object depth is equal to -1). If you will use 0 as maximum depth of game object we will use default game object limit - 16. If you would like to specify game object depth size to n, please insert n in Backtrace configuration text box. If you require game obejct depth to be above 30, please contact support.
139
142
140
143
## Backtrace Client and Offline Database Settings
141
144
@@ -438,17 +441,17 @@ You can clear all data from database without sending it to server by using `Clea
438
441
backtraceDatabase.Clear();
439
442
```
440
443
441
-
####Client side Deduplication
444
+
## Client side Deduplication
442
445
443
446
Backtrace unity integration allows you to aggregate the same reports and send only one message to Backtrace Api. As a developer you can choose deduplication options. Please use `DeduplicationStrategy` enum to setup possible deduplication rules in Unity UI:
0 commit comments