BugSplat crash reporting for Unity supports both Windows Native and Cross-Platform .NET error reporting. Our native support captures both native C++ and mono based .NET call stacks with function names and line numbers. Our cross-platform .NET support captures exceptions on Windows, UWP, OS X and Linux. Combining the two provides powerful insight into the stability of your application.


In order to integrate BugSplat with your Unity project, please make sure you have downloaded the BugSplatUnity SDK here.

Windows Native Crash Support

BugSplat collects Unity crash files in order to provide both Windows Native and .NET call stacks. This is especially valuable for games that utilize C++ libraries and plugins. We have provided a sample application MyUnityCrasher that demonstrates a working BugSplatUnity integration. Please note that collection of crashes that occur when running inside the Unity editor is not supported at this time, but we plan to add support in a future release.

In your Assets/Plugins directory, create two subfolders: Assets/Plugins/x86 and Assets/Plugins/x86_64. Copy the appropriate version of BugSplatUnity.dll and BugSplatUnity.pdb into each of these folders:

Unity crash reports

Copy BugSplat/samples/MyUnityCrasher/Assets/Code/BugSplat.cs to your Assets directory:

Unity performance Reporting

At your application’s entry point add a call to BugSplat.Init and pass it your database, company name, product name, product version, user description and flags. Set flags to 0 to show the BugSplat dialog at crash time and remove the dmp file upon successful crash upload. To hide the crash report dialog pass the BugSplat.MDSF_NONINTERACTIVE flag. To leave the dmp file on disk pass the BugSplat.MDSF_LOGCONSOLE flag. Use the bitwise OR operator to combine flags.


Additionally you can use BugSplat.AddAdditionalFile, BugSplat.RemoveAdditionalFile, BugSplat.SetDefaultUserDescription, BugSplat.SetDefaultUserEmail and BugSplat.SetDefaultUserName to further customize your BugSplat configuration:


Add a call to BugSplat.NativeCrash so that you can test BugSplat. Remove this call after you have successfully integrated BugSplat:


Create a post build step if you don’t already have one. Add a method that copies BugSplat to your application’s output directory. NOTE: the build script must be inside a folder named Editor otherwise Unity will not resolve the Unity.Editor reference correctly. Please refer to the MyUnityCrasher sample for full implementations of CopyPluginSymbols, CopyRuntimeSymbols and CopyBugSplat:


In order to get good call stacks you will need to upload symbols for each unique build. Add another method to your post build step that runs SendPDBs.exe. If you haven’t made and changes to your plugins you can use Ctrl+C to skip the SendPDBs dialog. This step can also be added to the end of your build pipeline instead:


Build your game with the Copy PDB files option selected:

Unity, crash report, crash reporting Unity, crash report, crash reporting

Navigate to the Crashes page. You should see a new crash report. Clicking the crash’s ID will redirect you to the Crash page which will show you detailed information about the crash:

Unity, crash report, crash reporting

Notice the Crash page contains the native call stack from the dump file generated by Unity. To see the mixed-mode call stack from output_log.txt, see the Other Threads tab.

That’s it! Your game is configured to post native crash reports to BugSplat. Good luck!

Cross-Platform .NET

The BugSplatUnity.unitypackage file contains everything you need to integrate BugSplat into your. Once you've downloaded BugSplatUnity SDK, double-click the unitypackage file to launch Unity. You will be prompted to create or select a project. Once you've selected a project, click "Import" to import BugSplat. After the import is complete, the tool will be ready to use.

(Note: At least for our team, Mac users have to manually import the package contents.)

Exploring the BugSplat Sample

To get a feel of the BugSplat service before using it in your application, try out the debug scene embedded as a sample in the BugSplat Report Tool.

Double-click the debug scene icon found in the Projects tab at Assets > bugsplat > report > scene > debug.

Unity, crash report, crash reporting

Hit the Play button and you will see our example running as shown below. The scene consists of three test buttons and an animated cube.

The Prompted Exception button will create an interactive crash report dialog that allows the user to provide information and confirm the crash report should be sent to BugSplat.

The Custom Exception button will create a report using a custom Exception (i.e., created using throw new Exception(“msg”).

The Null Reference Exception button will force a Null Reference Exception (i.e., a common runtime exception in Unity).

Unity, crash report, crash reporting

By default, crashes are posted to the BugSplat database "fred@bugsplat.com". Login to BugSplat with the username fred@bugsplat.com and password Flintstone and navigate to the Crashes page to view these crash reports.

If you would like to post crashes to your own database, select the app GameObject and in the Inspector expand the Reporter field. Provide your own values for Database, App, Version and the optional Key parameters.

Unity, crash report, crash reporting

Integrating With Your Game

Follow the steps below to create a Reporter instance that will handle the detection of Errors and also allow users to send their own reports to the BugSplat server.

  1. Create an empty script or modify an existing script.
  2. Add using BugSplat; to add the BugSplat namespace to your script.
  3. Add public Reporter reporter; to add a Reporter as a public property.
  4. On the Start or Awake method call reporter.Initialize(gameObject); to configure BugSplat to start watching for Exceptions. Unity, crash report, crash reporting
  5. Add your script to a GameObject and check that Reporter is shown in the Inspector. Unity, crash report, crash reporting
  6. Configure your BugSplat integration:
  7. Field Description
    Database Target database where reports will be sent
    App App name string
    Version Version string of the app
    Quiet Flag that allows ReportComponent to emit debug logs so the user can confirm things are working
    SetCallback Action<bool, string> that will be called after BugSplat report is posted. Callback will be passed a bool indicating if the post was successful as well as the response from the server.
    Previous* Last sent report
    Generate screenshot d-blocks Flag that allows the capture of screenshot d-blocks before a Report is generated
    Generate Log File Flag that allows the creation of a text file with all logs before the Report
    Prompt Flag that allows the use of a dialog before sending a Report
    Ignored Number of ignored repeated reports
    Logs List of detected Unity logs
    Ignored Number of ignored repeated reports
    Count Number of Reports sent


Mac OS X
  1. File > Build Settings...
  2. Click PC, Mac & Linux Standalone
  3. Optional: Click Development build to enable line numbers
  4. Unity, crash report, crash reporting
  5. Click Build and Run
Windows 7-10
  1. File > Build Settings...
  2. Add Open Scenes
  3. Click PC, Mac & Linux Standalone
  4. Optional: Click Copy PDB files to enable line numbers
  5. Unity, crash report, crash reporting
  6. Click Build and Run
Universal Windows Platform
  1. File > Build Settings...
  2. Add Open Scenes
  3. Use the following settings to get function names and line numbers
  4. Unity, crash report, crash reporting
  5. Click Build
  6. Select a folder for the Windows Store Visual Studio project to be saved in
  7. Open the newly created project in Visual Studio
  8. Add the Internet (Client) permission to the Package.appxmanifest file
  9. Unity, crash report, crash reporting Unity, crash report, crash reporting Unity, crash report, crash reporting
  10. Run your app with Visual Studio and click continue when it catches an exception