Releases: backtrace-labs/backtrace-unity
Version 3.2.1
Version 3.2.1
- Android stack trace parser improvements,
- Fixed Android NDK initialization when database directory doesn't exist,
- Added Privacy section to Readme
Version 3.2.0
Version 3.2.0
- This release adds the ability to capture native iOS crashes from Unity games deployed to iOS. The Backtrace Configuration now exposes a setting for games being prepared for iOS to choose
Capture native crashes
. When enabled, the backtrace-unity client will capture and submit native iOS crashes to the configured Backtrace instance. To generate human readable callstacks, game programmers will need to generate and upload appropriate debug symbols. - Added default uname.sysname attributes for some platforms. The following is the list of uname.sysname platforms that can be populated. list "Android, IOS, Linux, Mac OS, ps3, ps4, Samsung TV, tvOS, WebGL, WiiU, Switch, Xbox". Note 'Switch' had previously been reported as 'switch'
- Added a new attribute 'error.type' that allows developers to quickly filter error reports based on the type of error - The list includes "Crash, Message, Hang, Unhandled Exception, Exception".
- Updated Android NDK libraries used by Unity plugin.
Version 3.2.0-release candidate 3
Version 3.2.0-release candidate
- This release adds the ability to capture native iOS crashes from Unity games deployed to iOS. The Backtrace Configuration now exposes a setting for games being prepared for iOS to choose
Capture native crashes
. When enabled, the backtrace-unity client will capture and submit native iOS crashes to the configured Backtrace instance. To generate human readable callstacks, game programmers will need to generate and upload appropriate debug symbols. - Added default uname.sysname attributes for some platforms. The following is the list of uname.sysname platforms that can be populated. list "Android, IOS, Linux, Mac OS, ps3, ps4, Samsung TV, tvOS, WebGL, WiiU, Switch, Xbox". Note 'Switch' had previously been reported as 'switch'
- Added a new attribute 'error.type' that allows develo
Version 3.1.2
Version 3.1.2
BacktraceData
allows to edit list of environment variables collected byBacktraceAnnotations
SourceCode
object description for PII purpose
class exposes EnvironmentVariableCache dictionary - dictionary that stores environment variables collected by library. For example - to replace
USERNAME` environment variable collected by Backtrace library with random string you can easily edit annotations environment varaible and Backtrace-Untiy will reuse them on report creation.
Annotations.EnvironmentVariablesCache["USERNAME"] = "%USERNAME%";
Also you can still use BeforeSend event to edit collected diagnostic data:
client.BeforeSend = (BacktraceData data) =>
{
data.Annotation.EnvironmentVariables["USERNAME"] = "%USERNAME%";
return data;
}
Version 3.2.0-release candidate 2
Version 3.2.0-release candidate
This release adds the ability to capture native iOS crashes from Unity games deployed to iOS. The Backtrace Configuration now exposes a setting for games being prepared for iOS to choose Capture native crashes
. When enabled, the backtrace-unity client will capture and submit native iOS crashes to the configured Backtrace instance. To generate human readable callstacks, game programmers will need to generate and upload appropriate debug symbols.
Version 3.1.1
Version 3.1.1
- Prevent erroneously extending backtraceClient attributes with backtraceReport attributes.
- Removed randomly generated path to assembly from callstacks.
- Prevent client from multi initialization.
Version 3.1.0
Version 3.1.0
This release adds an ability to capture native NDK crashes from Unity games deployed on Android. The Backtrace Configuration now exposes a setting for games being prepared for Android OS to choose Capture native crashes
. When enabled, Backtrace will capture and symbolicate native stack traces from crashes impacting the Unity Engine or any Unity Engine Plugin.
When develoing for Andriod, Unity users who want to debug native NDK crash report can specify a Backtrace Symbols Server Token to support the optional uploading of debug symbols from Unity Editor to Backtrace during build. Uploaded symbols are needed to generate human readable stack trace with proper function names for identifying issues.
Backtrace library now allows to set client attributes, that will be included in every report. In addition to that, Backtrace client attributes will be available in the native crashes generated by Android games.
To setup client attributes you can simply type
BacktraceClient["name-of-attribute"] = "value-of-attribute";
If you already have dictionary of attributes you can use SetAttributes
method.
Version 3.0.4
Preliminary Nintendo Switch support has been introduced. The offline database is not currently supported in this version, but will be included in an upcoming release.
Version 3.0.3
Version 3.0.3
This release includes significant improvements to performance by way of report filtering as well as improved performance diagnostics. Learn more below.
BacktraceClient
now supports report filtering. Report filtering is enabled by using theFilter reports
option in the user interface or for more advanced use-cases, theSkipReport
delegate is available inBacktraceClient
.
Sample code:
// Return true to ignore a report, return false to handle the report
// and generate one for the error.
BacktraceClient.SkipReport = (ReportFilterType type, Exception e, string msg) =>
{
// ReportFilterType is one of None, Message, Exception,
// UnhandledException or Hang. It is also possible to
// to filter based on the exception and exception message.
// Report hangs and crashes only.
return type != ReportFilterType.Hang && type != ReportFilterType.UnhandledException;
};
- Support for backtrace-unity timing observability. To enable sending performance information to Backtrace set the
Enable performance statistics
option in the UI. Attributes are created under the performance.* namespace, time unit is microseconds:- Report creation time (
performance.report
), - JSON serialization time (
performance.json
), - Database add operation time (
performance.database
), - Database single send method time (
performance.send
), - Database single flush method time (
performance.flush
)
- Report creation time (
- Improvements to JIT stack frame parsing.
Version 3.0.2
Version 3.0.2
BacktraceDatabase
now provides a newSend
method. This method will try to send all objects from the database respecting the client side deduplication and retry setting. This can be used as an alternative to theFlush
method which will try to send all objects from the database ignoring any client side deduplication and retry settings.BacktraceClient
has been optimized to only serialize data as needed.BacktraceDatabase
AutoSend
function has been optimized for performance improvements.BacktraceClient
by default will generate configuration file with client rate limit equal to 50.- Fixed invalid meta file.