App Center Crashes (Unity)
Important
Visual Studio App Center is scheduled for retirement on March 31, 2025. While you can continue to use Visual Studio App Center until it is fully retired, there are several recommended alternatives that you may consider migrating to.
App Center Crashes automatically generates a crash log every time your app crashes, with a log to device storage. When a user starts the app again, the SDK sends the crash report to App Center. Collecting crashes works for both beta and live apps, that is, crashes submitted to Google Play. Crash logs contain valuable information for you to help fix the crash.
Follow the instructions in the Unity Getting Started section if you haven't set up the SDK in your application yet.
Crash logs on iOS require Symbolication. To enable symbolication, refer to the App Center Diagnostics documentation, which explains how to provide symbols for your app.
Important
The Crashes SDK for Unity doesn't support UWP. The instructions in this page cover only Android and iOS.
Note
The SDK won't forward any crash logs if you've attached the debugger. Make sure the debugger isn't attached when you crash the app.
Note
If you have Enable CrashReport API
enabled in PlayerSettings, the SDK won't collect crash logs.
App Center Crashes provides you with an API to generate a test crash for easy testing of the SDK. This API checks for debug vs release configurations. So you can only use it when debugging as it won't work for release apps.
Crashes.GenerateTestCrash();
Note
This method will only work with Development Build setting turned on.
App Center Crashes has two APIs that give you more information in case your app has crashed.
At any time after starting the SDK, you can check if the app received a memory warning in the previous session:
bool hadLowMemoryWarning = Crashes.HasReceivedMemoryWarningInLastSessionAsync().Result;
Note
This method won't work in Awake()
.
Note
In some cases, a device with low memory can't send events.
At any time after starting the SDK, you can check if the app crashed in the previous launch:
bool didAppCrash = await Crashes.HasCrashedInLastSessionAsync();
Calling HasCrashedInLastSessionAsync
is useful if you want to adjust the behavior or UI of your app after a crash has occurred. Some developers show additional UI to apologize to their users, or want to get in touch after a crash has occurred.
If your app crashed previously, you can get details about the last crash.
ErrorReport crashReport = await Crashes.GetLastSessionCrashReportAsync();
The most common use case for this API is when a user is implementing their custom Crashes delegate or listener.
App Center Crashes provides callbacks for developers to take additional actions before and when they send crash logs to App Center.
Note
Set the callback before App Center starts, For example in Awake
method, since App Center starts processing crashes immediately after the start.
Set the following callback if you want to decide if a particular crash needs to be processed or not. For example, there could be a system level crash that you want to ignore and not send to App Center.
Crashes.ShouldProcessErrorReport = (ErrorReport report) =>
{
// Check the report in here and return true or false depending on the ErrorReport.
return true;
};
If user privacy is important to you, you might want to get user confirmation before sending a crash report to App Center. The SDK exposes a callback that tells App Center Crashes to await user confirmation before sending any crash reports.
If your code uses this callback, you're responsible for obtaining the user's confirmation. One option is through a dialog prompt with one of the following options: Always Send, Send, and Don't send. Based on the input, you'll tell the App Center Crashes what to do and the crash will then be handled accordingly.
Note
The SDK doesn't display a dialog for this, the app must provide its own UI to ask for user consent.
The following callback shows how to tell the SDK to wait for user confirmation before sending crashes:
Crashes.ShouldAwaitUserConfirmation = () =>
{
// Build your own UI to ask for user consent here. SDK doesn't provide one by default.
// Return true if you built a UI for user consent and are waiting for user input on that custom UI, otherwise false.
return true;
};
If the callback returns true
, you must obtain user permission and message the SDK with the result using the following API:
// Depending on the user's choice, call Crashes.NotifyUserConfirmation() with the right value.
Crashes.NotifyUserConfirmation(UserConfirmation.DontSend);
Crashes.NotifyUserConfirmation(UserConfirmation.Send);
Crashes.NotifyUserConfirmation(UserConfirmation.AlwaysSend);
As an example you can refer to our custom dialog example.
At times, you want to know the status of your app crash. A common use case is displaying a UI that informs the user the app is submitting a crash report. Another Scenario is when you want to adjust the behavior of the app to ensure the crash logs can be submitted shortly after relaunch. App Center Crashes provides three different callbacks you can make to be notified of what's taken place:
Crashes.SendingErrorReport += (errorReport) =>
{
// Your code, e.g. to present a custom UI.
};
In case we have network issues or an outage on the endpoint, and you restart the app, SendingErrorReport
is triggered again after process restart.
Crashes.SentErrorReport += (errorReport) =>
{
// Your code, e.g. to hide the custom UI.
};
Crashes.FailedToSendErrorReport += (errorReport, exception) =>
{
// Your code goes here.
};
Receiving FailedToSendErrorReport
means a non-recoverable error such as a 4xx code occurred. For example, 401 means the appSecret
is wrong.
This callback isn't triggered if it's a network issue. In this case, the SDK keeps retrying (and also pauses retries while the network connection is down).
You can also optionally add binary and text attachments to a crash or an unhandled exception report. The SDK will send them along with the report so that you can see them in App Center portal. The following callback will be invoked right before sending the stored report. For crashes it happens on the next application launch. For unhandled exceptions, you must opt-in to send attachments. Be sure the attachment file is not named minidump.dmp
as that name is reserved for minidump files. Here is an example of how to attach text and an image to a report:
Crashes.GetErrorAttachments = (ErrorReport report) =>
{
// Your code goes here.
return new ErrorAttachmentLog[]
{
ErrorAttachmentLog.AttachmentWithText("Hello world!", "hello.txt"),
ErrorAttachmentLog.AttachmentWithBinary(Encoding.UTF8.GetBytes("Fake image"), "fake_image.jpeg", "image/jpeg")
};
};
Crashes are differentiated from unhandled exceptions in reports with the IsCrash
property. The property will be true for crashes and false otherwise.
Note
The size limit is for attachments currently 7 MB. Attempting to send a larger attachment will trigger an error.
Note
GetErrorAttachments
is invoked on the main thread and doesn't split work over frames. To avoid blocking the game loop, don't perform any long running tasks in this callback.
You can enable and disable App Center Crashes at runtime. If you disable it, the SDK won't perform any crash reporting for the app.
Crashes.SetEnabledAsync(false);
To enable App Center Crashes again, use the same API but pass true
as a parameter.
Crashes.SetEnabledAsync(true);
You don't need to await this call to make other API calls (such as IsEnabledAsync
) consistent.
The state is persisted in the device's storage across application launches.
You can also check whether App Center Crashes is enabled:
bool isEnabled = await Crashes.IsEnabledAsync();
App Center also allows you to track errors using handled exceptions in Unity. To do so, use the TrackError
method:
try {
// your code goes here.
} catch (Exception exception) {
Crashes.TrackError(exception);
}
For further context about your error, you can also attach properties to it. Pass the properties as a dictionary of strings. This step is optional.
try {
// your code goes here.
} catch (Exception exception) {
var properties = new Dictionary<string, string>
{
{ "Category", "Music" },
{ "Wifi", "On" }
};
Crashes.TrackError(exception, properties);
}
You can also optionally add binary and text attachments to a handled error report. Pass the attachments as an array of ErrorAttachmentLog
objects as shown in the example below.
try {
// your code goes here.
} catch (Exception exception) {
var attachments = new ErrorAttachmentLog[]
{
ErrorAttachmentLog.AttachmentWithText("Hello world!", "hello.txt"),
ErrorAttachmentLog.AttachmentWithBinary(Encoding.UTF8.GetBytes("Fake image"), "fake_image.jpeg", "image/jpeg")
};
Crashes.TrackError(exception, attachments: attachments);
}
By default, the App Center SDK doesn't report unhandled exceptions thrown in your app that don't cause a fatal crash. To enable this functionality, call the following method:
Crashes.ReportUnhandledExceptions(true);
After calling this API, App Center logs all unhandled exceptions as Issues in the App Center portal, similar to handled exceptions mentioned earlier. To disable this functionality, call the same API passing false
as the parameter.
Crashes.ReportUnhandledExceptions(false);
Note
Some unhandled exceptions detected by the App Center SDK will appear as errors in the App Center UI. This is because Unity catches unhandled exceptions by default, meaning the app doesn't exit and isn't considered a crash.
By default, the App Center SDK doesn't enable attachments on unhandled exceptions. To enable this functionality, set the enableAttachmentsCallback
boolean parameter of the ReportUnhandledExceptions
method to true
:
Crashes.ReportUnhandledExceptions(true, true);
Then you can optionally add attachments to an unhandled exception report by implementing the GetErrorAttachments callback.
To receive proper crash reports in App Center, first make sure you have the App Center Crashes SDK set up by following the instructions listed above.
Next, you must include and compile Google Breakpad by following the instructions listed in the official Google Breakpad for Android README. To use it in Unity, include the binary with your app.
Note
The App Center SDK doesn't bundle Google Breakpad by default.
Once you have Google Breakpad included, attach the NDK Crash Handler:
/* Attach NDK Crash Handler. */
var minidumpDir = Crashes.GetMinidumpDirectoryAsync();
setupNativeCrashesListener(minidumpDir.Result);
...
[DllImport("YourLib")]
private static extern void setupNativeCrashesListener(string path);
The method setupNativeCrashesListener
is a native method that you must implement in C/C++:
#include <android/log.h>
#include "google-breakpad/src/client/linux/handler/exception_handler.h"
#include "google-breakpad/src/client/linux/handler/minidump_descriptor.h"
static google_breakpad::ExceptionHandler exception_handler(google_breakpad::MinidumpDescriptor(), NULL, dumpCallback, NULL, true, -1);
/**
* Registers breakpad as the exception handler for NDK code.
* @param path minidump directory path returned from Crashes.GetMinidumpDirectoryAsync()
*/
extern "C" void setupNativeCrashesListener(const char *path) {
google_breakpad::MinidumpDescriptor descriptor(path);
exception_handler.set_minidump_descriptor(descriptor);
}
Where dumpCallback
is used for troubleshooting:
/*
* Triggered automatically after an attempt to write a minidump file to the breakpad folder.
*/
static bool dumpCallback(const google_breakpad::MinidumpDescriptor &descriptor,
void *context,
bool succeeded) {
/* Allow system to log the native stack trace. */
__android_log_print(ANDROID_LOG_INFO, "YourLogTag",
"Wrote breakpad minidump at %s succeeded=%d\n", descriptor.path(),
succeeded);
return false;
}
Once these methods are properly set up, the app sends the minidump to App Center automatically upon restart. To troubleshoot, you can use verbose logs to check if minidumps are sent after the app is restarted.
Note
App Center uses the reserved name minidump.dmp
for minidump attachments. Make sure to give your attachment a different name unless it's a minidump file so we can handle it properly.
Warning
There's a known bug in breakpad which makes it impossible to capture crashes on x86 emulators.
See the Diagnostics documentation for more information regarding the processing of crashes.