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Added section on Log Error Sampling
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README.md

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@@ -133,7 +133,7 @@ The plugin will report on 5 'classes' or errors:
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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 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 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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- 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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- Log random sampling rate - Enables a new random sampling mechanism for error message - **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 error messages to Backtrace - please replace 0.01 value with 1.
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- Log random sampling rate - Enables a random sampling mechanism for DebugLog.error messages - **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 DebugLog.error messages 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.
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For example, to only get error reporting for hangs or crashes then only return false for Hang or UnhandledException or set the corresponding options in the user interface as shown below.
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![Sample report filter](./Documentation~/images/report-filter.PNG)
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## Sampling Log Errors
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`BacktraceClient` allows a configuration setting for log error sampling rate, which enables a random sampling mechanism for the errors captured via the DebugLog.error call. By default this sampling is equal to 0.01 - which means 1 of randomly sampled DebugLog Error Reports will be sent to Backtrace. This is a measure to prevent users from inadvertantly collecting hundreds of thousands of error messages from released games that they may not intend to. If you would like to send all DebugLog.error messages to Backtrace - please replace 0.01 value with 1.
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## Flush database
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When your application starts, database can send stored offline reports. If you want to do make it manually you can use `Flush` method that allows you to send report to server and then remove it from hard drive. If `Send` method fails, database will no longer store data.

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