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Copy file name to clipboardExpand all lines: CHANGELOG.md
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# Backtrace Unity Release Notes
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## Version 3.2.5
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- Added `BacktraceClient` Initialization method that allows developer to intialize Backtrace integration without adding game object to game scene.
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- Fixed invalid `meta` file for iOS integration for Unity 2019.2.13f1.
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- HTTP communication messages improvements - right now Backtrace-Unity plugin will print only one error message when network failure happen. Backtrace-Unity will stop printing failures until next successfull report upload.
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- Sampling skip fraction - Enables a new random sampling mechanism for unhandled exceptions - by default sampling is equal to 0.01 - which means only 1% of randomply sampling reports will be send to Backtrace. If you would like to send all unhandled exceptions to Backtrace - please replace 0.01 value with 1.
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**Be aware**
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By default Backtrace library will send only 1% of your reports - please change this value if you would like to send more unhandled exceptions to server.
One of the integration paths require to create game object in your game scene. If you would like to initialize Backtrace integration programatically, we recommend to use `Initialize` method available in `BacktraceClient` class.
Plugin allows you to define maximum depth of 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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- Send unhandled native game crashes on startup: Try to find game native crashes and send them on Game startup.
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- Handle unhandled exceptions: Toggle this on or off to set the library to handle unhandled exceptions that are not captured by try-catch blocks.
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- Symbols upload token - If you want to upload Unity debug symbols for Android NDK Native Crash debugging, enter your Backtrace Symbol upload token here. This option is available only in Android build.
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- Sampling skip fraction - Enables a new random sampling mechanism for unhandled exceptions - **by default** sampling is equal to **0.01** - which means only **1%** of randomply sampling **reports will be send** to Backtrace. If you would like to send all unhandled exceptions to Backtrace - please replace 0.01 value with 1.
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- Game Object Depth Limit: Allows developer to filter number of game object childrens in Backtrace report.
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- Collect last n game logs: Collect last n number of logs generated by game.
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- Enabled performance statistics: Allows `BacktraceClient` to measure execution time and include performance information as report attributes.
Copy file name to clipboardExpand all lines: Runtime/Model/BacktraceConfiguration.cs
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[Tooltip("Backtrace-client by default will be available on each scene. Once you initialize Backtrace integration, you can fetch Backtrace game object from every scene. In case if you don't want to have Backtrace-unity integration available by default in each scene, please set this value to true.")]
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publicboolDestroyOnLoad=false;
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/// <summary>
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/// Sampling configuration - fractional sampling allows to drop some % of unhandled exception.
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/// </summary>
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[Tooltip("Sampling skip fraction - Enables a random sampling mechanism for unhandled exceptions - by default sampling is equal to 0.01 - which means only 1% of randomply sampling reports will be send to Backtrace. \n"+
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"* 1 - means 100% of unhandled exception reports will be reported by library,\n"+
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"* 0.1 - means 10% of unhandled exception reports will be reported by library,\n"+
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"* 0 - means library is going to drop all unhandled exception.")]
"\n Please check provided url to Backtrace service or learn more from our integration guide: https://support.backtrace.io/hc/en-us/articles/360040515991-Unity-Integration-Guide"));
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