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Unity

Overview

BugSplat's com.bugsplat.unity package provides crash and exception reporting for Unity projects. BugSplat provides you with invaluable insight into the issues tripping up your users. Our Unity integration collects screenshots, log files, exceptions, and Windows minidumps so that you can fix bugs and deliver a better user experience.

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 how to install the OpenUPM package for Node.js can be found here.
openupm add com.bugsplat.unity

Git

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

Sample

After installing com.bugsplat.unity you'll have the opportunity to import a sample project that's fully configured to post error reports to 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.
Importing the Sample
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 value of database with your BugSplat database.
Finding the Sample
Configuring BugSplat
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] (https://app.bugsplat.com/v2/dashboard) and ensure that you have the correct database selected.
Running the Sample

Configuration

BugSplat's Unity integration is flexible and can be used in a variety of ways. The easiest way to get started is to attach the BugSplatManager Monobehaviour to a GameObject.
BugSplat Manager
BugSplatManager needs be initialized with a BugSplatOptions serialized object. A new instance of BugSplatOptions can be created through the Asset create menu.
BugSplat Create Options
Configure fields as appropriate. Note that if Application or Version are left empty, BugSplat will by default configure these values with Application.productName and Application.version, respectively.
BugSplat Options
Finally, provide a valid BugSplatOptions to BugSplatManager.
BugSplat Manager Configured

BugSplat Manager

Setting
Description
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

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

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 = "[email protected]";
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 = "[email protected]",
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 Minidumps

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 automatically by BugSplat's PostBuild script and used in symbolication.
To enable uploading of plugin symbols, generate a 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.
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 identically 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);
Once you've posted an exception or a minidump to BugSplat click the link in the ID column on either the Dashboard or Crashes pages to see details about your crash.

UWP

In order 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.

Exceptions and Log Files

In order to report exceptions and upload log files you will need to add the Internet (Client) capability.

Windows Minidumps

To upload minidumps created on Windows you will need to add the Internet (Client) capability.
Additionally, we found there were some restricted capabilities that 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:

WebGL

A few settings must be changed in order to capture function names and line numbers in a WebGL exception report. Open File > Build Settings and switch the platform to WebGL and check Development Build.
Unity Build Settings Menu
Click the button that says Player Settings, highlight the Player section. Under Publishing Settings, select Full With Stacktrace.
Unity Player Publishing Settings
Please note that Unity does not recommend shipping development builds and thus this configuration is not recommended for applications in production.

Contributing

BugSplat ❤️ 's open source! If you feel that this integration 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 reach out to us via an email to [email protected] or the in-app chat on bugsplat.com.