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## Version 3.3.0
- `BacktraceReport` stack trace now includes the file name of the stack frame.
- Performance improvements:
- JSON algorithm performance improvements - avoid analyzing data types.
- improved library attributes management.
- improved Unity logs management.
- Support for Low Memory error reports on Anrdoid and iOS (these are sometimes referred to as OOM or Out Of Memory errors). If a low memory situation is detected, backtrace-unity will attempt to generate and submit a native error report to the Backtrace instance. The report will have the `error.type` value of `Low Memory`.
- New support for hang detection on Android and iOS. If a game experiences non responsiviness after 5 seconds, backtrace-unity will generate an error report to the Backtrace instance. The report will have the `error.type` value of `Hang`.
* Allocation improvements
* Native attributes improvement
* Removed try/catch block
* Added filename to stack frames
* Records operation improvements
* Fixed db.count
* Improved JSON algorithm
* Fixed invalid preprocesor editor directive
* Removed not used meta file
* Modified complex annotations
* Stack frame optimization
* Style changes
* Unit tests update
* Make backtrace unity message class variables readonly
* update environment variables checks
* Source code property update + few small improvements to decrease gc alloc/speed up plugin
* Update BacktraceDatabaseAttachmentManager.cs
Compilation failed on MacOS building for Windows x64
* Inlcuded removed namespace
* Fixed line endings
* Prevents from returning empty file name - return instead libary name
* support for filename - .
* Guessing library name improvements
* Guessing library name improvements
* Fixed line engings
* OOM/Anr support (#57)
* iOS support
* OOM + ANRs Android
* Squashed commit of the following:
commit d61fb8f
Author: kdysput <konrad.dysput@gmail.com>
Date: Wed Jan 20 12:33:27 2021 +0100
Guessing library name improvements
commit 40e3bdc
Author: kdysput <konrad.dysput@gmail.com>
Date: Wed Jan 20 12:08:48 2021 +0100
Guessing library name improvements
commit 3971dbc
Author: kdysput <konrad.dysput@gmail.com>
Date: Tue Jan 19 19:23:25 2021 +0100
support for filename - .
commit 963e0f3
Author: kdysput <konrad.dysput@gmail.com>
Date: Tue Jan 19 16:52:53 2021 +0100
Prevents from returning empty file name - return instead libary name
commit ec7ab38
Author: kdysput <konrad.dysput@gmail.com>
Date: Tue Jan 19 16:03:17 2021 +0100
Fixed line endings
commit ec8bca2
Author: kdysput <konrad.dysput@gmail.com>
Date: Tue Jan 19 15:59:23 2021 +0100
Inlcuded removed namespace
commit 4b0a686
Author: Vincent Lussenburg <vlussenburg@users.noreply.github.com>
Date: Fri Jan 15 15:12:31 2021 -0700
Update BacktraceDatabaseAttachmentManager.cs
Compilation failed on MacOS building for Windows x64
* Enable ANR dection on iOS
* OOM/ANR - Android full tests + code refactor
* Enable ANR via UI
* Check if database is enabled
* Fixed line endings
* Fixed line endings
* Fixed line endings
* Fixed line endings
* Changelog and readme update
* Update CHANGELOG.md
* Error.type attributes support
* Consistent line ending
* Update CHANGELOG.md
* updated error.type attribute for hangs
* Update README.md
* Squashed commit of the following:
commit 356df35
Author: jasoncdavis0 <jdavis@backtrace.io>
Date: Sun Jan 10 18:04:32 2021 -0500
Update README.md
commit aaa5054
Author: jasoncdavis0 <jdavis@backtrace.io>
Date: Mon Dec 21 11:45:38 2020 -0500
Update README.md
commit f3d9884
Author: jasoncdavis0 <jdavis@backtrace.io>
Date: Fri Dec 11 08:16:15 2020 -0500
Added section on Log Error Sampling
commit dfe66e0
Author: jasoncdavis0 <jdavis@backtrace.io>
Date: Fri Dec 11 07:51:12 2020 -0500
Adding info about debug.logerrors
Details on the 5 classes of Errors backtrace captures. Details up to Best Practices.
commit f6b9237
Author: jasoncdavis0 <jdavis@backtrace.io>
Date: Wed Dec 9 15:52:08 2020 -0500
Update CHANGELOG.md
commit 142face
Author: jasoncdavis0 <jdavis@backtrace.io>
Date: Wed Dec 9 15:50:08 2020 -0500
Update CHANGELOG.md
updated text to refer to Debug.LogError
Co-authored-by: Vincent Lussenburg <vlussenburg@users.noreply.github.com>
Co-authored-by: jasoncdavis0 <jdavis@backtrace.io>
Copy file name to clipboardexpand all lines: CHANGELOG.md
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# Backtrace Unity Release Notes
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## Version 3.3.0
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-`BacktraceReport` stack trace now includes the file name of the stack frame.
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- Performance improvements:
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- JSON algorithm performance improvements - avoid analyzing data types.
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- improved library attributes management.
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- improved Unity logs management.
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- Support for Low Memory error reports on Anrdoid and iOS (these are sometimes referred to as OOM or Out Of Memory errors). If a low memory situation is detected, backtrace-unity will attempt to generate and submit a native error report to the Backtrace instance. The report will have the `error.type` value of `Low Memory`.
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- New support for hang detection on Android and iOS. If a game experiences non responsiviness after 5 seconds, backtrace-unity will generate an error report to the Backtrace instance. The report will have the `error.type` value of `Hang`.
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## Version 3.2.6
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-`BacktraceClient` will apply sampling only to errors lacking exception information.
-[Android Specific information](#android-specific-information)
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-[iOS Specific information](#ios-specific-information)
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-[Data Privacy](#data-privacy)
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There are some differences in capabilities that backtrace-unity provides based on the platform. Major capabilities are summarized as follows:
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* All Platforms - Errors, Unhandled Exceptions, Handled Exceptions, Custom Indexable Metadata, File Attachments*, Last N Log Lines, Automatic attachment of Screenshots, Client Side Deduplication Rules*, Client Side Submission Filtering, Client Side Submission Limits, Performance Diagnostics, Offline Database*(Except Nintendo Switch)
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* Android -Identified by attribute uname.sysname = Android; ANRs (Hangs), Native Process and Memory Information, Java Exception Handler (Plugins, Exported Game in Android Studio), NDK crashes.
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* iOS - Identified by attribute uname.sysname = IOS; Native Engine and Plugin Crashes.
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* iOS - Identified by attribute uname.sysname = IOS; ANRs (Hangs), Native Engine and Plugin Crashes.
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* WebGL - Identified by attribute uname.sysname = WebGL. The attribute device.model is currently used to share the browser information. Note that stacktraces for WebGL errors are only available if you choose to enable them in the Publishing Settings / Enable Exceptions drop down. More details in https://docs.unity3d.com/Manual/webgl-building.html
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* Switch - Identified by attribute uname.sysname = Switch. Note that the attribute GUID is regenerated with each Switch restart (It is not an accurate count of number of Users or Devices. It is a count of Switch Sessions). Note that the current release does no support Offline Database or related features.
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* PlayStation4 - Identified by attribute uname.sysname = PS4
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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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- Ignore SSL validation: Unity by default will validate ssl certificates. By using this option you can avoid ssl certificates validation. However, if you don't need to ignore ssl validation, please set this option to false.
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- Handle ANR (Application not responding) - this options is available only in Android build. It allows to catch ANR (application not responding) events happened to your game in Android devices. In this release, ANR is set to detect after 5 seconds. This will be configurable in a future release.
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- Handle ANR (Application not responding) - this options is available only in Android and iOS build. It allows to catch ANR (application not responding) events happened to your game in Android/iOS devices. In this release, ANR is set to detect after 5 seconds. This will be configurable in a future release.
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- Enable Database: When this setting is toggled, the backtrace-unity plugin will configure an offline database that will store reports if they can't be submitted do to being offline or not finding a network. When toggled on, there are a number of Database settings to configure.
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- Backtrace Database path: This is the path to directory where the Backtrace database will store reports on your game. You can use interpolated strings SUCH AS
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`${Application.persistentDataPath}/backtrace/database` to dynamically look up a known directory structure to use. NOTE: Backtrace database will remove all existing files in the database directory upion first initialization.
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system.memory usage related information including memfree, swapfree, and vmalloc.used is now available. Additional VM details and voluntary / nonvountary ctxt switches are included.
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## ANR
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## ANRs and Hangs
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When configuring the backtrace-unity client for an Android deployment, programmers will have a toggle available in backtrace-unity GUI in the Unity Editor to enable or disable ANR reports. This will use the default of 5 seconds.
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When configuring the backtrace-unity client for an Android deployment, programmers will have a toggle available in backtrace-unity GUI in the Unity Editor to enable or disable ANR or Hang reports. This will use the default of 5 seconds. The `error.type` for these reports will be `Hang`.
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## Low Memory Reports
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Backtrace can detect low memory situations for a game running in Unity on Android devices, and attempt to generate an error report with an associated dump object for further investigation. The `error.type` for these reports wiill be `Low Memory`.
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## Symbols upload
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system and vm usage related information including system.memory.free, system.memory.used, system.memory.total, system.memory.active, system.memory.inactive, system.memory.wired are avaialble.
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## Hangs
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When configuring the backtrace-unity client for an iOS deployment, programmers will have a toggle available in backtrace-unity GUI in the Unity Editor to enable or disable ANR or Hang reports. This will use the default of 5 seconds. The `error.type` for these reports will be `Hang`.
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## Low Memory Reports
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Backtrace can detect low memory situations for a game running in Unity on iOS devices, and attempt to generate an error report with an associated dump object for further investigation. The `error.type` for these reports wiill be `Low Memory`.
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## Native Crashes
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When configuring the backtrace-unity client for an iOS deployment in the Unity Editor, programmers will have a toggle to enable or disable `Capture native crashes`. If this is enabled, the backtrace-unity client will ensure the crash report is generated, stored locally, and uploaded upon next game start. Unity crash reporter might prevent Backtrace Crash reporte from sending crashes to Backtrace. To be sure Backtrace is able to collect and send data please set "Enable CrashReport API" to false.
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