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@@ -68,13 +68,13 @@ Web - WebGL
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Game Consoles - PlayStation4, Xbox One, Nintendo Switch
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There are some differences in capabilities that backtrace-unity provides based on the platform. Major capabilities are summarized as follows:
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* All Platforms - Errors, Unhandled Exceptions, Handled Exceptions, Custom Indexable Metadata, File Attachments*, Last N Log Lines, Automatic attachment of Screenshots, Client Side Deduplication Rules*, Client Side Submission Filtering, Client Side Submission Limits, Performance Diagnostics, Offline Database*(Except Nintendo Switch)
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* Android -Identified by attribute uname.sysname = Android; ANRs (Hangs), Native Process and Memory Information, Java Exception Handler (Plugins, Exported Game in Android Studio), NDK crashes.
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* iOS - Identified by attribute uname.sysname = IOS; ANRs (Hangs), Native Engine and Plugin Crashes.
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* WebGL - Identified by attribute uname.sysname = WebGL. The attribute device.model is currently used to share the browser information. Note that stacktraces for WebGL errors are only available if you choose to enable them in the Publishing Settings / Enable Exceptions drop down. More details [here](https://docs.unity3d.com/Manual/webgl-building.html)
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* Switch - Identified by attribute uname.sysname = Switch. Note that the attribute GUID is regenerated with each Switch restart (It is not an accurate count of number of Users or Devices. It is a count of Switch Sessions). Note that the current release does no support Offline Database or related features.
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* PlayStation4 - Identified by attribute uname.sysname = PS4
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* Windows - Identified by attribute uname.sysname = Windows. Provides an option to capture Minidumps for Engine Crashes.
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* MacOS - Identified by attribute uname.sysname = MacOS.
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* Android -Identified by attribute `uname.sysname` = Android; ANRs (Hangs), Native Process and Memory Information, Java Exception Handler (Plugins, Exported Game in Android Studio), NDK crashes.
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* iOS - Identified by attribute `uname.sysname` = IOS; ANRs (Hangs), Native Engine and Plugin Crashes.
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* WebGL - Identified by attribute `uname.sysname` = WebGL. The attribute device.model is currently used to share the browser information. Note that stacktraces for WebGL errors are only available if you choose to enable them in the Publishing Settings / Enable Exceptions drop down. More details [here](https://docs.unity3d.com/Manual/webgl-building.html)
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* Switch - Identified by attribute `uname.sysname` = Switch. Note that the attribute GUID is regenerated with each Switch restart (It is not an accurate count of number of Users or Devices. It is a count of Switch Sessions). Note that the current release does no support Offline Database or related features.
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* PlayStation4 - Identified by attribute `uname.sysname` = PS4
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* Windows - Identified by attribute `uname.sysname` = Windows. Provides an option to capture Minidumps for Engine Crashes.
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* MacOS - Identified by attribute `uname.sysname` = MacOS.
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Note: Unity allows you to disable stack trace information in player properties. If this is set, the call stack and the log lines section in Backtrace will be empty.
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2) Unhandled Exceptions - Unhandled Exceptions are exceptions in a game that occur outside of an explicit try / catch statement.
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3) Handled Exceptions - Exceptions that are explicitly caught and handled.
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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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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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## Native process and memory related information
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system.memory usage related information including memfree, swapfree, and vmalloc.used is now available. Additional VM details and voluntary / nonvountary ctxt switches are included.
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`system.memory` usage related information including memfree, swapfree, and vmalloc.used is now available. Additional VM details and voluntary / nonvountary ctxt switches are included.
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## ANRs and Hangs
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