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Anko
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How to Debugcan I diagnose a Unity application In productioncrash when running the game on a phone?

How to Debugcan I diagnose a Unity application In productioncrash when running the game on a phone?

I have a 2D android game that is in beta on Google Play. It has about 100 installations, but no testers. I'm the only developer. Some of the users have reported app crashes, and because they are not developers, they can not help me with a diagnosis.

I think the origin of the problem is the phone not having enough memory to run the app. When I rub the app in a LG-D213c running Android 4.4.2, the game opens, and you can navigate the main screen (the title screen). When I select any stage, the game displays the "loading" screen that runs in the same scene as the main title, and SceneManager.LoadScene () is called with the play scene (battle). Then, the game closes. When I do the same procedure with a Galaxy S5 neo (SM-G903M) running Android 6.0.1, the app runs normally.

I have collected a log uaing Android Monitor. Both of them include the moment of the app crash (the name is com.empresa.aplicacion, but this is not the real name).

This is the profiler capture in both cases.

  • LG phone case.

    LG profile

  • Galaxy S5Neo case

    Samsung

So. I have some questions.

  • What is the real origin of the problem? How can I diagnos the issue? I'm not seeing the cause, this is the filtered Log, and this is the complete log.
  • How can I control this error from inside Unity? Is there a way to catch exceptions from the Unity core, so that it can generate a report?
  • How can I make a diagnosis to the installations that I do not have access to, like a production installation or a client that has the app in their phone?

All of my questions are relative to Unity platform.

How to Debug a Unity application In production

I have a 2D android game that is in beta on Google Play. It has about 100 installations, but no testers. I'm the only developer. Some of the users have reported app crashes, and because they are not developers, they can not help me with a diagnosis.

I think the origin of the problem is the phone not having enough memory to run the app. When I rub the app in a LG-D213c running Android 4.4.2, the game opens, and you can navigate the main screen (the title screen). When I select any stage, the game displays the "loading" screen that runs in the same scene as the main title, and SceneManager.LoadScene () is called with the play scene (battle). Then, the game closes. When I do the same procedure with a Galaxy S5 neo (SM-G903M) running Android 6.0.1, the app runs normally.

I have collected a log uaing Android Monitor. Both of them include the moment of the app crash (the name is com.empresa.aplicacion, but this is not the real name).

This is the profiler capture in both cases.

  • LG phone case.

    LG profile

  • Galaxy S5Neo case

    Samsung

So. I have some questions.

  • What is the real origin of the problem? How can I diagnos the issue? I'm not seeing the cause, this is the filtered Log, and this is the complete log.
  • How can I control this error from inside Unity? Is there a way to catch exceptions from the Unity core, so that it can generate a report?
  • How can I make a diagnosis to the installations that I do not have access to, like a production installation or a client that has the app in their phone?

All of my questions are relative to Unity platform.

How can I diagnose a Unity crash when running the game on a phone?

I have a 2D android game that is in beta on Google Play. It has about 100 installations, but no testers. I'm the only developer. Some of the users have reported app crashes, and because they are not developers, they can not help me with a diagnosis.

I think the origin of the problem is the phone not having enough memory to run the app. When I rub the app in a LG-D213c running Android 4.4.2, the game opens, and you can navigate the main screen (the title screen). When I select any stage, the game displays the "loading" screen that runs in the same scene as the main title, and SceneManager.LoadScene () is called with the play scene (battle). Then, the game closes. When I do the same procedure with a Galaxy S5 neo (SM-G903M) running Android 6.0.1, the app runs normally.

I have collected a log uaing Android Monitor. Both of them include the moment of the app crash (the name is com.empresa.aplicacion, but this is not the real name).

This is the profiler capture in both cases.

  • LG phone case.

    LG profile

  • Galaxy S5Neo case

    Samsung

So. I have some questions.

  • What is the real origin of the problem? How can I diagnos the issue? I'm not seeing the cause, this is the filtered Log, and this is the complete log.
  • How can I control this error from inside Unity? Is there a way to catch exceptions from the Unity core, so that it can generate a report?
  • How can I make a diagnosis to the installations that I do not have access to, like a production installation or a client that has the app in their phone?

All of my questions are relative to Unity platform.

deleted 54 characters in body
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I have a 2D android game that is in beta on Google Play. It has about 100 installations, but no testers. I'm the only developer. Some of the users have reported app crashes, and because they are not developers, they can not help me with a diagnosis.

I think the origin of the problem is the phone not having enough memory to run the app. When I rub the app in a LG-D213c running Android 4.4.2, the game opens, and you can navigate the main screen (the title screen). When I select any stage, the game displays the "loading" screen that runs in the same scene as the main title, and SceneManager.LoadScene () is called with the play scene (battle). Then, the game closes. When I do the same procedure with a Galaxy S5 neo (SM-G903M) running Android 6.0.1, the app runs normally.

I have collected a log uaing Android Monitor. This is the filtered Log, and this is the complete log. Both of them include the moment of the app crash (the name is com.empresa.aplicacion, but this is not the real name).

This is the profiler capture in both cases.

  • LG phone case.

    LG profile

  • Galaxy S5Neo case

    Samsung

So. I have some questions.

  • What is the real origin of the problem? If needed, I can suppy more info.
  • How can I diagnos the issue? I'm not seeing the cause, in these logsthis is the filtered Log, and this is the complete log.
  • How can I control this error from inside Unity? Is there a way to catch exceptions from the Unity core, so that it can generate a report?
  • How can I make a diagnosis to the installations that I do not have access to, like a production installation or a client that has the app in their phone?

All of my questions are relative to Unity platform.

I have a 2D android game that is in beta on Google Play. It has about 100 installations, but no testers. I'm the only developer. Some of the users have reported app crashes, and because they are not developers, they can not help me with a diagnosis.

I think the origin of the problem is the phone not having enough memory to run the app. When I rub the app in a LG-D213c running Android 4.4.2, the game opens, and you can navigate the main screen (the title screen). When I select any stage, the game displays the "loading" screen that runs in the same scene as the main title, and SceneManager.LoadScene () is called with the play scene (battle). Then, the game closes. When I do the same procedure with a Galaxy S5 neo (SM-G903M) running Android 6.0.1, the app runs normally.

I have collected a log uaing Android Monitor. This is the filtered Log, and this is the complete log. Both of them include the moment of the app crash (the name is com.empresa.aplicacion, but this is not the real name).

This is the profiler capture in both cases.

  • LG phone case.

    LG profile

  • Galaxy S5Neo case

    Samsung

So. I have some questions.

  • What is the real origin of the problem? If needed, I can suppy more info.
  • How can I diagnos the issue? I'm not seeing the cause, in these logs.
  • How can I control this error from inside Unity? Is there a way to catch exceptions from the Unity core, so that it can generate a report?
  • How can I make a diagnosis to the installations that I do not have access to, like a production installation or a client that has the app in their phone?

All of my questions are relative to Unity platform.

I have a 2D android game that is in beta on Google Play. It has about 100 installations, but no testers. I'm the only developer. Some of the users have reported app crashes, and because they are not developers, they can not help me with a diagnosis.

I think the origin of the problem is the phone not having enough memory to run the app. When I rub the app in a LG-D213c running Android 4.4.2, the game opens, and you can navigate the main screen (the title screen). When I select any stage, the game displays the "loading" screen that runs in the same scene as the main title, and SceneManager.LoadScene () is called with the play scene (battle). Then, the game closes. When I do the same procedure with a Galaxy S5 neo (SM-G903M) running Android 6.0.1, the app runs normally.

I have collected a log uaing Android Monitor. Both of them include the moment of the app crash (the name is com.empresa.aplicacion, but this is not the real name).

This is the profiler capture in both cases.

  • LG phone case.

    LG profile

  • Galaxy S5Neo case

    Samsung

So. I have some questions.

  • What is the real origin of the problem? How can I diagnos the issue? I'm not seeing the cause, this is the filtered Log, and this is the complete log.
  • How can I control this error from inside Unity? Is there a way to catch exceptions from the Unity core, so that it can generate a report?
  • How can I make a diagnosis to the installations that I do not have access to, like a production installation or a client that has the app in their phone?

All of my questions are relative to Unity platform.

proof reading
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Gnemlock
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Well, I have ana 2D android game that is in beta on Google Play (In beta version). itIt has about 100 installations (not testers, i'mbut no testers. I'm the only developer), but to some. Some of them the users have reported app crashes, and because they aren'tare not developers, they can not help me with a diagnosis.

I think the origin of the problem is because the phone does not havehaving enough memory to run the app. When I userub the app in a LG-D213c (Androidrunning Android 4.4.2) , the game opens, and you can navigate the main screen (Thethe title screen). When I select any stage, the game displays the "loading" screen that runs in the same scene as the main title. then, and SceneManager.LoadScene () is called with the play scene  (battle). Then, then the game closes.

  When I do the same procedure with a Galaxy S5 neo (SM-G903M)(Android running Android 6.0.1), the app runs normally.

I have collected a log with Androiduaing Android Monitor. This is the filtered Log, and this is the complete log. Both of them include the moment of the app crash (the name is com.empresa.aplicacion, but this is not the real name).

This is the profiler capture in both cases.

  • LG phone case.

    LG profile

  • Galaxy S5Neo case

    Samsung

So. I have some questions.

  • What is the real origin of the problem? (ifIf needed i, I can suppy more info).
  • How can iI diagnos e the issue? (I'mI'm not seeing the cause, in these logs).
  • How can I control this error from inside Unity? isIs there a way to catch exceptions from the Unity core? So, so that it can generate a report.?
  • How can I make a diagnosis to the installations that I do not have access to (like, like a production installation or a client that has the app in histheir phone)? Something like automated bug report, logs uploading, etc.

All of my questions are relative to Unity platform.

Well, I have an 2D android game that is on Google Play (In beta version). it has about 100 installations (not testers, i'm the only developer), but to some of them the app crashes and because they aren't developers they can not help me with diagnosis.

I think the origin of the problem is because the phone does not have enough memory to run the app. When I use in a LG-D213c (Android 4.4.2) , the game opens and you can navigate the main screen (The title screen). When I select any stage, the game displays the "loading" screen that runs in the same scene as the main title. then SceneManager.LoadScene () is called with the play scene(battle), then the game closes.

  When I do the same procedure with a Galaxy S5 neo (SM-G903M)(Android 6.0.1) the app runs normally.

I have collected a log with Android Monitor. This is the filtered Log, and this is the complete log. Both of them include the moment of the app crash (the name is com.empresa.aplicacion, but this is not the real).

This is the profiler capture in both cases.

  • LG phone case.

    LG profile

  • Galaxy S5Neo case

    Samsung

So. I have some questions.

  • What is the real origin of the problem? (if needed i can suppy more info)
  • How can i diagnos e the issue? (I'm not seeing the cause in these logs)
  • How can control this error from inside Unity? is there a way to catch exceptions from Unity core? So that it can generate a report.
  • How can I make a diagnosis to the installations that I do not have access to (like a production installation or a client that has the app in his phone)? Something like automated bug report, logs uploading, etc.

All of my questions are relative to Unity platform.

I have a 2D android game that is in beta on Google Play. It has about 100 installations, but no testers. I'm the only developer. Some of the users have reported app crashes, and because they are not developers, they can not help me with a diagnosis.

I think the origin of the problem is the phone not having enough memory to run the app. When I rub the app in a LG-D213c running Android 4.4.2, the game opens, and you can navigate the main screen (the title screen). When I select any stage, the game displays the "loading" screen that runs in the same scene as the main title, and SceneManager.LoadScene () is called with the play scene  (battle). Then, the game closes. When I do the same procedure with a Galaxy S5 neo (SM-G903M) running Android 6.0.1, the app runs normally.

I have collected a log uaing Android Monitor. This is the filtered Log, and this is the complete log. Both of them include the moment of the app crash (the name is com.empresa.aplicacion, but this is not the real name).

This is the profiler capture in both cases.

  • LG phone case.

    LG profile

  • Galaxy S5Neo case

    Samsung

So. I have some questions.

  • What is the real origin of the problem? If needed, I can suppy more info.
  • How can I diagnos the issue? I'm not seeing the cause, in these logs.
  • How can I control this error from inside Unity? Is there a way to catch exceptions from the Unity core, so that it can generate a report?
  • How can I make a diagnosis to the installations that I do not have access to, like a production installation or a client that has the app in their phone?

All of my questions are relative to Unity platform.

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