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# Backtrace Unity support
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[Backtrace](http://backtrace.io/)'s integration with Unity allows developers to capture and report handled and unhandled Unity exceptions and crashes to their Backtrace instance, instantly offering the ability to prioritize and debug software errors.
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[Backtrace](http://backtrace.io/)'s integration with Unity allows developers to capture and report log errors, handled and unhandled Unity exceptions, and native crashes to their Backtrace instance, instantly offering the ability to prioritize and debug software errors.
- Lightweight library that quickly submits handled and unhandled exceptions and crashes to Backtrace
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- Supports wide range of Unity versions (2017.4+) and deployments (iOS, Android, Windows, Mac, WebGL, PS4, Xbox, Switch, Stadia)
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- Lightweight library that quickly submits log errors, handled and unhandled exceptions, and native crashes to Backtrace
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- Supports wide range of Unity versions (2017.4+) and deployments (iOS, Android, Windows, Mac, WebGL, PS4/5 Xbox One/S/X, Nintendo Switch, Stadia)
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- Install via Universal Package Manager
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- Collect detailed context
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- Callstacks, including function names and line numbers where possible
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- Android NDK Crashes; iOS Native Crashes, Windows Native Crashes
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- Client-side features
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- Deduplication options and custom client side fingerprinting
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- Client side filters and sampling controls
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- Offline crash capture/storage for future collection
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- Customizable event handlers and base classes, Client side filters
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- Customizable event handlers and base classes
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- Performance statistics collection option for timing observability
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- Unity IDE integration to configure Backtrace behaviors in your game.
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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 - 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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* 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; 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 in https://docs.unity3d.com/Manual/webgl-building.html
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## Plugin best practices
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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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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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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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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 and LogSampling 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 recoerable errors that they may not be intending to capture.
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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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