Bug tracking, finger printing errors so you don't get the exact same error popping up a million times a minute, workflow integration with a bunch of other product AAAAND it's basically free for development letting you get a handle of the thing while you're making small scale games. Wow, thanks a lot for the video Jason! I'm definitely putting this in my next Unity project! :D
That is a very good advice. Thank you, Jason! Backtrace was a saving grace for me to catch and identify bug that wrecked my build, but was hiding when I lauched my game in Unity Play Mode.
Wow that's a really sick tool (Backtrace). I've always wondered about how to log and track post-deployment errors and this looks like a pretty dang good way. Thanks a lot for showing this!
At 7:32 you say that you can see the exact line of code where the error begins, but this is because you play on editor. In build this doesn't work so it's complitly pointless unless you release your game as Unity project...
This is amazing! It helped me finding a huge bug on my app...it didn't make any sense at first. I had a bunch of users with a problem, any other user no problems and thanks to BackTrace I found that I was Parsing and INT without the "CultureInfo.InvariantCulture". No actual crash on the app but Backtrace caught it and I've fixed it.
Has anyone had any success using this with their Meta Quest 2? Backtrace works great for me in the Unity Editor, but I need to catch crashes and bug logs when users are on the headset device. Right now it's only reporting Unity Editor logs...
hey, jason I'm building on mobile and my apk crash on startup. The error related to editor showing on backtrace but the crash on mobile is not showing on backtrace. do you have any suggestion related this error??
Hello Sr. Thank you for sharing all this info with us. I have a project idea that I think it will be a hit. Im currently working on it and sure your videos are helping me alot. So thanks again
I don't see any errors. Google doesn't let us upload an apk file anymore, the app crashes directly when i upload a bundle. Any ideas about this case ? Thanks for the tutorial!
my problem is just getting unity to start lol, says the package manager may be blocked by a firewall. It was, i fixed that, however still says the same thing lol. Im so frustrated over this. Someone help lol.
@@konraddysput7093 hmm I just got it setup on my project and it doesnt seem to be sending anything when there is a hard crash that drops the app completely :/ I think it might be running out of memory in a specific scene, but I would have hoped this tool pick up on that kind of thing
@@N1ghtR1der666 Are you running it in editor or in release version of the app? In the Backtrace options you need to enable database, set a path (take a look into specification) and in the native settings enable native crashes + other native settings. Try it on release version of the ios/android/windows app
Can anyone here help?? Some of us have been getting an EXTREMELY annoying Unity Crash in the Steam game - Yu-Gi-OH! Master Duel. The Crash code that (very briefly!) flashes on-screen before the game quits out, is... master duel - unity 2020.3.32f1_12f8b0834f07 Does anyone know what this means or, more importantly, how it can be rectified???
I just wanna thank you for a moment. Doing the backtrace game jam(possibly not submitting) but Ive spent awhile wondering why it wasnt working for me. It doesnt help that they put you on that screen for integration and the overview looks exactly like the table shown after you hit the back button. I spent forever wondering why the overview was blank for me even though I followed the steps theyve shown int heir video. Turns out....ive been recording errors this entire time. >=[ gyah! Powerful tool....really dumb they have two similar tables and the one closest to the integration instructions is NOT the one you need to see the errors on. Anyways....thanks for stopping me from pulling out my hair. They should really tell you to "hit the back button" in their videos since its literally a twin of the real error reporting.
Hi Jason - super good videos :) Did you know that you are shouting quite a lot in your videos, and it makes your microphone / audio recording clip which can be a little tiring to listen to unfortunately :)
This does seem like quite a neat system! However can it actually handle full crashes of the game? Like when Unity does not only show a catchable error but it's due to something within the engine that even crashes the editor (with the famous "send bug report to Unity" window popping up. This does occur sometimes and they are kinda the type of bugs that are more likely to be hardware-dependent from my experience, than your own C# code itself. I believe Unity doesn't execute any objects code in that case anymore and that might be a problem for Backtrace.
I believe it waits to send the crashes on the next launch, but it definitely caught the ones I gave it. Didn't demo the hard crashes, but it caught them all in my testing.
@@gothamtrails This is super cool and just what I think I need, I'm about to deploy my game and a friend has already reported that it crashes when the main menu loads from the loading scene. But only on one device so far, so it's clearly a specific issue. May I ask what the protocol is when the device has no service? Will it simply send over the bug reports the next time the user receives signal? Thanks for the video, Jason! Your tutorials are always so helpful. 👍
@@infin8ygames200 That's right, we will queue up a bounded number of error reports and send them the next time there is connectivity. You also have fine-grained control over when that queue is flushed if needed.
Bug tracking, finger printing errors so you don't get the exact same error popping up a million times a minute, workflow integration with a bunch of other product AAAAND it's basically free for development letting you get a handle of the thing while you're making small scale games. Wow, thanks a lot for the video Jason! I'm definitely putting this in my next Unity project! :D
you have no idea how much I love this channel
Why do I feel like this may have been the most important video I'll see all year? Thanks Jason!
That is a very good advice. Thank you, Jason! Backtrace was a saving grace for me to catch and identify bug that wrecked my build, but was hiding when I lauched my game in Unity Play Mode.
Wow that's a really sick tool (Backtrace). I've always wondered about how to log and track post-deployment errors and this looks like a pretty dang good way. Thanks a lot for showing this!
Dude this is golden let me see the pricing looks very good product
So free for solo devs very nice I like it
Jason's background is getting out of hand, ngl.
Okay, that's exactly what I was looking for. Thanks Jason for yet again a perfect solution.
there is no option to download unity-package from UPM, and the manual installation is not showing the Backtrace in package manager... any idea why?
Great video Backtrace will make things much easy for developers
At 7:32 you say that you can see the exact line of code where the error begins, but this is because you play on editor. In build this doesn't work so it's complitly pointless unless you release your game as Unity project...
What a great tool. Thanks for sharing... Anything to make life easier...
Is this a sponsored video? Serious question, but this tool does look good. Thanks for showing it off!
Pretty cool! Definitely good for catching crashes/exceptions and such. Some bugs won't always be of that sort though.
@Vincent Lussenburg Yessir, that's exactly what I meant, well put
I don't think I made a good point, after thinking about it lol
@Jason Davis Thanks for taking the time to inform me, that is really neat. I haven't used it before, but I see how it's undoubtedly a very handy tool
My journey to keep valheim from crashing continues.
Just installed Backtrace because of you. It's great but their support is non existent waiting days for a reply on a simple presale question.
Awesome! This really saved me! Thanks a lot Jason!❤
This is amazing! It helped me finding a huge bug on my app...it didn't make any sense at first.
I had a bunch of users with a problem, any other user no problems and thanks to BackTrace I found that I was Parsing and INT without the "CultureInfo.InvariantCulture".
No actual crash on the app but Backtrace caught it and I've fixed it.
bruh i got Assertion failed on expression: 'res == EAGAIN || !HasAbortingErrors()' so i cant do anything
Has anyone had any success using this with their Meta Quest 2? Backtrace works great for me in the Unity Editor, but I need to catch crashes and bug logs when users are on the headset device. Right now it's only reporting Unity Editor logs...
thanks, Master Jason.
Nice, this looks really useful
hey, jason I'm building on mobile and my apk crash on startup. The error related to editor showing on backtrace but the crash on mobile is not showing on backtrace. do you have any suggestion related this error??
Exactly what I was looking
I was wondering are your courses for game dev still available ?
does anybody know why URP is making Unity crash. I checked log and it said native crash reporting or something like that
Hello Sr. Thank you for sharing all this info with us. I have a project idea that I think it will be a hit. Im currently working on it and sure your videos are helping me alot. So thanks again
I don't see any errors. Google doesn't let us upload an apk file anymore, the app crashes directly when i upload a bundle. Any ideas about this case ? Thanks for the tutorial!
This doesn't help for finding the reason for crashes within the Unity Editor during testing.
What are the alternatives would you recommend ?
my problem is just getting unity to start lol, says the package manager may be blocked by a firewall. It was, i fixed that, however still says the same thing lol. Im so frustrated over this. Someone help lol.
i wish i was running into the problems you guys are not this one lmao
does this backtrace still work?
great as always
Can this be easily integrated into azure dev ops ? Like I just give read permissions to my repository
Nice tool and a nice tutorial. Thanks for that that helped me a lot.
does this software work for hard crashes of unity on mobile devices when unity cant replicate the error?
Yes it does.
@@konraddysput7093 hmm I just got it setup on my project and it doesnt seem to be sending anything when there is a hard crash that drops the app completely :/ I think it might be running out of memory in a specific scene, but I would have hoped this tool pick up on that kind of thing
@@N1ghtR1der666 Are you running it in editor or in release version of the app? In the Backtrace options you need to enable database, set a path (take a look into specification) and in the native settings enable native crashes + other native settings. Try it on release version of the ios/android/windows app
@@konraddysput7093 I have been using it in release version of the app but I dont think I have the native options turned on so I will look into those
Anyone have Unity full course let me know please
Can anyone here help??
Some of us have been getting an EXTREMELY annoying Unity Crash in the Steam game - Yu-Gi-OH! Master Duel.
The Crash code that (very briefly!) flashes on-screen before the game quits out, is...
master duel - unity 2020.3.32f1_12f8b0834f07
Does anyone know what this means or, more importantly, how it can be rectified???
Very good tool!
do u know how to fix unity error 2020.3.1f1_77a89f25062f on pc
HitTest error how fix
I just wanna thank you for a moment. Doing the backtrace game jam(possibly not submitting) but Ive spent awhile wondering why it wasnt working for me. It doesnt help that they put you on that screen for integration and the overview looks exactly like the table shown after you hit the back button. I spent forever wondering why the overview was blank for me even though I followed the steps theyve shown int heir video. Turns out....ive been recording errors this entire time. >=[ gyah! Powerful tool....really dumb they have two similar tables and the one closest to the integration instructions is NOT the one you need to see the errors on. Anyways....thanks for stopping me from pulling out my hair. They should really tell you to "hit the back button" in their videos since its literally a twin of the real error reporting.
Hi Jason - super good videos :) Did you know that you are shouting quite a lot in your videos, and it makes your microphone / audio recording clip which can be a little tiring to listen to unfortunately :)
pretty slick
Thank you! is great!
Can you check your mail? Thanks!
Atleast Unity wins in crashes than Blender!🌝
If by win you mean crashes more then I agree.
super...
THANKS!!!! ; D
Badass!
Intense face....
I have an issue with big screen beta unity player crashing
Unity is the worst of all engines
you appear to be a Pakistani
This does seem like quite a neat system! However can it actually handle full crashes of the game? Like when Unity does not only show a catchable error but it's due to something within the engine that even crashes the editor (with the famous "send bug report to Unity" window popping up.
This does occur sometimes and they are kinda the type of bugs that are more likely to be hardware-dependent from my experience, than your own C# code itself.
I believe Unity doesn't execute any objects code in that case anymore and that might be a problem for Backtrace.
Agreed, this looks like a great tool but as far as this video is concerned only seems to handle exceptions, not crashes.
I believe it waits to send the crashes on the next launch, but it definitely caught the ones I gave it. Didn't demo the hard crashes, but it caught them all in my testing.
Hi. Co-founder of Backtrace here. Yes, we capture crashes as well. We support full analysis of the minidump file and offer it for download as well.
@@gothamtrails This is super cool and just what I think I need, I'm about to deploy my game and a friend has already reported that it crashes when the main menu loads from the loading scene. But only on one device so far, so it's clearly a specific issue. May I ask what the protocol is when the device has no service? Will it simply send over the bug reports the next time the user receives signal? Thanks for the video, Jason! Your tutorials are always so helpful. 👍
@@infin8ygames200 That's right, we will queue up a bounded number of error reports and send them the next time there is connectivity. You also have fine-grained control over when that queue is flushed if needed.