Unity

🏗 Installation

BugSplat's com.bugsplat.unity package can be added to your project via OpenUPM or a URL to our git repository.

OpenUPM

Information on installing OpenUPM can be found here. After installing OpenUPM, run the following command to add BugSplat to your project.

openupm add com.bugsplat.unity

Git

Information on adding a Unity package via a git URL can be found here.

https://github.com/BugSplat-Git/bugsplat-unity.git

🧑‍🏫 Sample

After installing com.bugsplat.unity, you can import a sample project to help you get started with BugSplat. Click here if you'd like to skip the sample project and get straight to the usage instructions.

To import the sample, click the carrot next to Samples to reveal the my-unity-crasher sample. Click Import to add the sample to your project.

In the Project Assets browser, open the Sample scene from Samples > BugSplat > Version > my-unity-crasher > Scenes.

Next, select Samples > BugSplat > Version > my-unity-crasher to reveal the BugSplatOptions object. Click BugSplatOptions and replace the database value with your BugSplat database.

Click Play and click or tap one of the buttons to send an error report to BugSplat. To view the error report, navigate to the BugSplat Dashboard and ensure you have selected the correct database.

Navigate to the Crashes page, and click the value in the ID column to see the details of your report, including the call stack, log file, and screenshot of your app when the error occurred.

⚙️ Configuration

BugSplat's Unity integration is flexible and can be used in various ways. The easiest way to get started is to attach the BugSplatManager Monobehaviour to a GameObject.

BugSplatManager needs to be initialized with a BugSplatOptions serialized object. A new instance of BugSplatOptions can be created through the Asset Create menu.

Configure fields as appropriate. Note that if Application or Version are left empty, BugSplat will default these values to Application.productName and Application.version, respectively.

Finally, provide a valid BugSplatOptions to BugSplatManager.

⌨️ Usage

If you're using BugSplatOptions and BugSplatManager, BugSplat automatically configures an Application.logMessageReceived handler that will post reports when it encounters a log message of type Exception. You can also extend your BugSplat integration and customize report metadata, report exceptions in try/catch blocks, prevent repeated reports, and upload windows minidumps from native crashes.

Adding Metadata

First, find your instance of BugSplat. The following is an example of how to find an instance of BugSplat via BugSplatManager:

var bugsplat = FindObjectOfType<BugSplatManager>().BugSplat;

You can extend BugSplat by setting the following properties:

bugsplat.Attachments.Add(new FileInfo("/path/to/attachment.txt"));
bugsplat.Description = "description!";
bugsplat.Email = "fred@bugsplat.com";
bugsplat.Key = "key!";
bugsplat.Notes = "notes!";
bugsplat.User = "Fred";
bugsplat.CaptureEditorLog = true;
bugsplat.CapturePlayerLog = false;
bugsplat.CaptureScreenshots = true;

You can use the Notes field to capture arbitrary data such as system information:

void Start()
{
    bugsplat = FindObjectOfType<BugSplatManager>().BugSplat;
    bugsplat.Notes = GetSystemInfo();
}

private string GetSystemInfo()
{
    var info = new Dictionary<string, string>();
    info.Add("OS", SystemInfo.operatingSystem);
    info.Add("CPU", SystemInfo.processorType);
    info.Add("MEMORY", $"{SystemInfo.systemMemorySize} MB");
    info.Add("GPU", SystemInfo.graphicsDeviceName);
    info.Add("GPU MEMORY", $"{SystemInfo.graphicsMemorySize} MB");

    var sections = info.Select(section => $"{section.Key}: {section.Value}");
    return string.Join(Environment.NewLine, sections);
}

Try/Catch Reporting

Exceptions can be sent to BugSplat in a try/catch block by calling Post.

try
{
    throw new Exception("BugSplat rocks!");
}
catch (Exception ex)
{
    StartCoroutine(bugsplat.Post(ex));
}

The default values specified on the instance of BugSplat can be overridden in the call to Post. Additionally, you can provide a callback to Post that will be invoked with the result once the upload is complete.

var options = new ReportPostOptions()
{
    Description = "a new description",
    Email = "barney@bugsplat.com",
    Key = "a new key!",
    Notes = "some new notes!",
    User = "Barney"
};

options.AdditionalAttachments.Add(new FileInfo("/path/to/additional.txt"));

static void callback()
{
    Debug.Log($"Exception post callback!");
};

StartCoroutine(bugsplat.Post(ex, options, callback));

Preventing Repeated Reports

By default, BugSplat prevents reports from being sent at a rate greater than 1 per every 60 seconds. You can override the default crash report throttling implementation by setting ShouldPostException on your BugSplat instance. To override ShouldPostException, assign the property a new Func<Exception, bool> value. Be sure your new implementation can handle a null value for Exception!

The following example demonstrates how you could implement your own time-based report throttling mechanism:

var lastPost = DateTime.Now;

bugsplat.ShouldPostException = (ex) =>
{
    var now = DateTime.Now;

    if (now - lastPost < TimeSpan.FromSeconds(3))
    {
        Debug.LogWarning("ShouldPostException returns false. Skipping BugSplat report...");
        return false;
    }

    Debug.Log("ShouldPostException returns true. Posting BugSplat report...");
    lastPost = now;

    return true;
};

🪟 Windows

BugSplat can be configured to upload Windows minidumps created by the UnityCrashHandler. BugSplat will automatically pull Unity Player symbols from the Unity Symbol Server. If your game contains Native Windows C++ plugins, .dll and .pdb files in the Assets/Plugins/x86 and Assets/Plugins/x86_64 folders will be uploaded by BugSplat's PostBuild script and used in symbolication.

Symbols

To enable the uploading of plugin symbols, generate an OAuth2 Client ID and Client Secret on the BugSplat Integrations page. Add your Client ID and Client Secret to the BugSplatOptions object you generated in the Configuration section. Once configured, plugins will be uploaded automatically the next time you build your project.

Minidumps

The methods PostCrash, PostMostRecentCrash, and PostAllCrashes can be used to upload minidumps to BugSplat. We recommend running PostMostRecentCrash when your game launches.

StartCoroutine(bugsplat.PostCrash(new FileInfo("/path/to/crash/folder")));
StartCoroutine(bugsplat.PostMostRecentCrash());
StartCoroutine(bugsplat.PostAllCrashes());

Each of the methods that post crashes to BugSplat also accept a MinidumpPostOptions parameter and a callback. The usage of MinidumpPostOptions and callback are nearly identical to the ExceptionPostOptions example listed above.

You can generate a test crash on Windows with any of the following methods.

Utils.ForceCrash(ForcedCrashCategory.Abort);
Utils.ForceCrash(ForcedCrashCategory.AccessViolation);
Utils.ForceCrash(ForcedCrashCategory.FatalError);
Utils.ForceCrash(ForcedCrashCategory.PureVirtualFunction);

🌎 UWP

To use BugSplat in a Universal Windows Platform application, you will need to add some capabilities to the Package.appxmanifest file in the solution directory that Unity generates at build time.

Capabilities

Reporting exceptions, crashes, and uploading log files requires the Internet (Client) capability.

Minidumps

We found that restricted capabilities were required in order to generate minidumps. Please see this Microsoft document that describes how to configure your system to generate minidumps for UWP native crashes.

To upload minidumps from %LOCALAPPDATA%\CrashDumps you will also need to add the broadFileSystemAccess restricted capability. To add access to the file system you will need to add the following to your Package.appxmanifest:

<Package xmlns:rescap="http://schemas.microsoft.com/appx/manifest/foundation/windows10/restrictedcapabilities" ... >

Under the Capabilities section add the broadFileSystemAccess capability:

<Capabilities>
    <rescap:Capability Name="broadFileSystemAccess" />
</Capabilities>

Finally, ensure that your application has access to the file system. The following is a snippet illustrating where this is set for our my-unity-crasher sample:

🤖 Android

The bugsplat-unity plugin supports crash reporting for native C++ crashes on Android via Crashpad. To configure crash reporting for Android, set the UseNativeCrashReportingForAndroid and UploadDebugSymbolsForAndroid properties to true on the BugSplatManager instance.

You'll also need to configure the scripting backend to use IL2CPP, and target ARM64 (ARMV7a is not supported)

When you build your app for Android, be sure to set Create symbols.zip to Debugging

🍎 iOS

The bugsplat-unity plugin supports crash reporting for native C++ crashes on iOS via bugsplat-ios. To configure crash reporting for iOS, set the UseNativeCrashReportingForIos and UploadDebugSymbolsForIos properties to true on the BugSplatManager instance.

🧩 API

The following API methods are available to help you customize BugSplat to fit your needs.

BugSplatManager

SettingDescription

DontDestroyManagerOnSceneLoad

Should the BugSplat Manager persist through scene loads?

RegisterLogMessageRecieved

Register a callback function and allow BugSplat to capture instances of LogType.Exception.

BugSplat Options

OptionDescription

Database

The name of your BugSplat database.

Application

The name of your BugSplat application. Defaults to Application.productName if no value is set.

Version

The version of your BugSplat application. Defaults to Application.version if no value is set.

Description

A default description that can be overridden by call to Post.

Email

A default email that can be overridden by call to Post.

Key

A default key that can be overridden by call to Post.

Notes

A default general purpose field that can be overridden by call to post

User

A default user that can be overridden by call to Post

CaptureEditorLog

Should BugSplat upload Editor.log when Post is called

CapturePlayerLog

Should BugSplat upload Player.log when Post is called

CaptureScreenshots

Should BugSplat a screenshot and upload it when Post is called

PostExceptionsInEditor

Should BugSplat upload exceptions when in editor

PersistentDataFileAttachmentPaths

Paths to files (relative to Application.persistentDataPath) to upload with each report

ShouldPostException

Settable guard function that is called before each BugSplat report is posted

SymbolUploadClientId

An OAuth2 Client ID value used for uploading symbol files generated via BugSplat's Integrations page

SymbolUploadClientSecret

An OAuth2 Client Secret value used for uploading symbol files generated via BugSplat's Integrations page

🧑‍💻 Contributing

BugSplat ❤️s open source! If you feel that this package can be improved, please open an Issue. If you have an awesome new feature you'd like to implement, we'd love to merge your Pull Request. You can also send us an email, join us on Discord, or message us via the in-app chat on bugsplat.com.

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