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 of them are not developers they can not help me to do a 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 been collected a log with Android Monitor. This is the filtered Log, and this is the complete log. Both of them includes 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.
So. I have some questions.
- What is the real origin of the problem? (if needed i can suppy more info)
- How can i do a diagnosis? (The log does not show why the application was closed, i think)
- 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.

