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Updated Best Practices
Included link and details on Client Side Deduplication options.
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README.md

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- [Prerequisites](#prerequisites)
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- [Platforms Supported](#platforms-supported)
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- [Setup](#installation)
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- [Best Practices](#plugin-best-practices)
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- [Android Specific information](#android-specific-information)
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- [iOS Specific information](#ios-specific-information)
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- [Data Privacy](#data-privacy)
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attributes: attributes);
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```
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## Plugin best practices
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# Plugin best practices
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The plugin will report on 5 'classes' or errors:
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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.
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4) Crashes - An end to the game play experience. The game crashes or restarts.
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5) Hangs - A game is non responsive. Some platforms will tell the user "This app has stopped responding"
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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.
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The plugin provides 3 controls for managing what the client will report.
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- [SkipReports](#filtering-a-report) allows you to tell the client to only report on specific classes of these errors.
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- [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.
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- [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.
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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.
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## Backtrace Client and Offline Database Settings
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backtraceDatabase.Clear();
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```
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#### Client side Deduplication
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## Client side Deduplication
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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:
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![Backtrace deduplicaiton setup](./Documentation~/images/deduplication-setup.PNG)
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Deduplication strategy types:
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- Ignore - ignore deduplication strategy,
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- Default - deduplication strategy will only use current strack trace to find duplicated reports,
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- Classifier - deduplication strategy will use stack trace and exception type to find duplicated reports,
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- Message - deduplication strategy will use stack trace and exception message to find duplicated reports,
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- Ignore - ignore deduplication strategy
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- Default - deduplication strategy will use current strack trace to find duplicated reports
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- Classifier - deduplication strategy will use stack trace and exception type to find duplicated reports
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- Message - deduplication strategy will use stack trace and exception message to find duplicated reports
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Notes:
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