Configuration.DiscardClasses
and Configuration.RedactedKeys
are now Regex collections instead of string collections. This allows developers to have more control over how they perform.
If you are using the DiscardClasses
and RedactedKeys
sections of the Bugsnag Unity Configuration Window, you can enter Regex patterns as strings and they will be converted into Regex objects when the Bugsnag SDK is started.
Event.Unhandled
(accessed via OnError and OnSend callbacks) is now non-nullable.
When building using Unity 2019+, the Bugsnag SDK now uses a new method to intercept uncaught C# exceptions. This allows us access to the original exception object, meaning more accurate exception data and full support for inner exceptions.
This has slightly changed the format used for method names and signatures, which means that uncaught C# exceptions reported by bugsnag-unity
V7+ will not group automatically in the Bugsnag dashboard with the equivalent exception reported by older versions of the library.
The impact of this will be that some errors will effectively be duplicated between older and newer versions of your app.
Handled errors and native crashes will maintain their existing groups and are not affected by this upgrade.
The following methods have been removed from the Bugsnag
client:
Bugsnag.SessionTracking;
Please see the capturing sessions section of our documentation for details on working with sessions.
Bugsnag.Send(IPayload payload);
- Bugsnag can now be installed via Unity Package Manager (UPM) as well as from the package file published on GitHub.
- The file structure of the plugin has changed to keep all Bugsnag files together in a parent directory, so the files from the V5 package must be manually removed.
- Bugsnag can now start automatically before the first scene is loaded, removing the need for GameObject configuration, which has now been removed.
- The
BeforeNotify
callback has been replaced with an all-new callback system that offers access to all event types on all platforms for amending and discarding events before they are sent. - The client (
Bugsnag
) API has been amended to improve usability and consistency. - The
Context
is no longer set to the current scene name by default
More on each of these changes below:
You can now install Bugsnag using the Unity Package Manager (UPM) as well from the package file published on GitHub. See our online docs for full instructions.
All the files in the V6 package are located in a parent Bugsnag directory and so you will need to remove all the v5 files from your project to avoid having multiple instances of Bugsnag running.
To remove these files, you can download and run the bash script utils/remove-bugsnag-v5.sh
in the bugsnag-unity
repository, passing the path to your project as a parameter.
If you wish to do it manually, please remove the following directories and files:
- File:
Assets/Plugins/Android/BugsnagUnity.Android.dll
- File:
Assets/Plugins/Android/bugsnag-android-ndk-release.aar
- File:
Assets/Plugins/Android/bugsnag-android-release.aar
- File:
Assets/Plugins/Android/bugsnag-android-unity-release.aar
- File:
Assets/Plugins/Android/bugsnag-android-anr-release.aar
- File:
Assets/Plugins/Android/kotlin-annotations.jar
- File:
Assets/Plugins/Android/kotlin-stdlib.jar
- File:
Assets/Plugins/Android/kotlin-stdlib-common.jar
- File:
Assets/Plugins/iOS/BugsnagUnity.iOS.dll
- File:
Assets/Plugins/OSX/BugsnagUnity.MacOS.dll
- File:
Assets/Plugins/tvOS/BugsnagUnity.iOS.dll
- File:
Assets/Plugins/Windows/BugsnagUnity.Windows.dll
- Directory:
Assets/Plugins/iOS/Bugsnag
- Directory:
Assets/Plugins/OSX/Bugsnag
- Directory:
Assets/Plugins/tvOS/Bugsnag
- Directory:
Assets/Standard Assets/Bugsnag
Bugsnag can now be started automatically just before the first scene is loaded. To successfully report events to your Bugsnag dashboard you will need to go to Window -> Bugsnag -> Settings and enter your API key and any other configuration options you require.
You can disable automatic start in the Settings window and initialize Bugsnag either fully or partially in code with Bugsnag.Start(Configuration config)
. See our online docs for full details.
Starting Bugsnag via a GameObject has been removed. If you previously used this technique to configure Bugsnag then you will need to set the equivalent options in Window -> Bugsnag -> Settings. You will also need to remove your existing GameObject as the script it used is no longer available.
In v5.x, we offered a single callback type called BeforeNotify
this was triggered for C# and JVM exceptions only. In v6.x, this callback has been renamed OnError
and two further callback types have been added:
An Bugsnag.AddOnSendError()
allows you to add a C# function that will be executed when the error report is about to be delivered to your Bugsnag dashboard. This is triggered for all event types – including native crashes – but this could be some time after the error/crash. For example, crash reports will only be delivered when the user next opens your app and has network connectivity. Therefore this callback type is useful for redacting/updating the event data that was captured but care should be taken adding data from the app or device as it will be in a later launch.
Bugsnag.AddOnSession()
is also provided to allow modification and discarding of session data. It is triggered soon after the app starts.
See our online docs for further information.
The Context
of an event is no longer set by default to the last loaded scene name. This will change how errors are displayed on your dashboard and may affect the grouping of errors if you are using the "Group by error context" project setting. If you want to continue having Context
set to the last loaded scene name you should set Bugsnag.Context = <scene name>;
on scene loads.
The last loaded scene name is now captured in metadata as app.lastLoadedUnityScene
.
The following methods have been added to the Bugsnag
client to replace direct access to Bugsnag.Metadata
:
Property/Method | Usage |
---|---|
AddMetadata(string section, string key, object value) |
Add a specific value by key to a section of metadata |
AddMetadata(string section, Dictionary<string, object> metadata) |
Add a section by name to the metadata metadata |
ClearMetadata(string section) |
Clear a section of metadata |
ClearMetadata(string section, string key) |
Clear a specific entry in a metadata section by key |
Dictionary<string, object> GetMetadata(string section) |
Get an entire section from the metadata as a Dictionary |
object GetMetadata(string section, string key) |
Get an specific entry from the metadata as an object |
See our online docs for full details.
Creation of breadcrumbs outside of the Bugsnag library has now been removed and the parameter order for leaving a breadcrumb with metadata has been adjusted for consistency with our native SDKs.
Breadcrumbs can now be left using Bugsnag.LeaveBreadcrumb(message)
or the more advanced Bugsnag.LeaveBreadcrumb(message, metadata, type)
(see our online docs LINK_DOCS).
This 30-character limit on the message has now been removed.
See our online docs for full details.
The following methods have been replaced in the Bugsnag
client:
v5.x API | v6.x API |
---|---|
Bugsnag.BeforeNotify |
Replaced by Bugsnag.AddOnError(callback) or Bugsnag.AddOnSendError(callback) - see our online docs |
Bugsnag.LeaveBreadcrumb(message, type, metadata) |
Replaced by Bugsnag.LeaveBreadcrumb(message, metadata, type) |
Bugsnag.LeaveBreadcrumb(breadcrumb) |
Replaced by Bugsnag.LeaveBreadcrumb(message, metadata, type) |
Bugsnag.Metadata |
Replaced by Add/Clear/Get operations – see above. |
Bugsnag.SetAutoNotify(bool) |
Replaced by setting the config values AutoDetectErrors or EnabledErrorTypes in configuration or using an OnSendError callback |
Bugsnag.SetAutoDetectErrors(bool) |
Replaced by setting the config values AutoDetectErrors or EnabledErrorTypes in configuration or using an OnSendError callback |
Bugsnag.SetAutoDetectAnrs(bool) |
Replaced by setting the config values AutoDetectErrors or EnabledErrorTypes in configuration or using an OnSendError callback |
Bugsnag.SetContext() |
Replaced by Bugsnag.Context {get; set;} |
Bugsnag.StopSession() |
Replaced by Bugsnag.PauseSession() |
The following methods have been replaced in the Configuration
class:
v5.x API | v6.x API |
---|---|
AutoCaptureSessions |
Replaced by AutoTrackSessions |
AutoDetectAnrs |
Replaced by EnabledErrorTypes |
AutoNotify |
Replaced by AutoDetectErrors |
Endpoint and SessionEndpoint |
Replaced by Endpoints |
NotifyLevel |
Replaced by NotifyLogLevel |
NotifyReleaseStages |
Replaced by EnabledReleaseStages |
ReportUncaughtExceptionsAsHandled |
Replaced by ReportExceptionLogsAsHandled |
UniqueLogsTimePeriod |
Replaced by SecondsPerUniqueLog |
v5.0.0 contains breaking changes to Bugsnag's API that improve the reliability of the SDK and resolve several painpoints.
If you initialize Bugsnag using a GameObject
and only configure Bugsnag via the Unity Inspector UI then no migration is necessary. The necessary changes will be copied over in the BugsnagBehaviour
script when you import the Bugsnag.unitypackage
.
If you initialize Bugsnag in code then a migration is required. You should replace any call to Bugsnag.Init()
with Bugsnag.Start()
.
It is also now necessary to supply all your configuration options up-front, and pass them in as a parameter to Bugsnag.Start()
:
Configuration config = new Configuration("your-api-key");
// alter all configuration options here, before Bugsnag.Start()
config.ReleaseStage = "beta"
// initialize Bugsnag
Bugsnag.Start(config);
If you alter Bugsnag's default behaviour via Configuration
, you must supply all values before calling Bugsnag.Start()
.
Any change to the value of Configuration
options after Bugsnag.Start()
is called will have no effect on Bugsnag's behaviour.
The previous constructor for Configuration
allowed passing AutoNotify
as its 2nd parameter:
new Configuration("your-api-key", true);
This has been removed - AutoNotify
should be set using the property instead:
Configuration config = new Configuration("your-api-key");
config.AutoNotify = true;
The Bugsnag.Configuration
and Bugsnag.Client.Configuration
accessors have been removed. You should supply all your configuration options up-front as recommended here.
Previously it was possible to set AutoNotify
, AutoDetectAnrs
and Context
after Bugsnag has initialized:
Bugsnag.Configuration.AutoNotify = false;
Bugsnag.Configuration.AutoDetectAnrs = false;
Bugsnag.Configuration.Context = "MyContext";
This has been replaced by the following API:
Bugsnag.SetAutoNotify(false);
Bugsnag.SetAutoDetectAnrs(false);
Bugsnag.SetContext("MyContext");
- (Android) Removed
packageName
from the app metadata tab, as the field is duplicated byapp.id
- (Android) Removed
versionName
from the app metadata tab, as the field is duplicated byapp.version
and this has been known to cause confusion amongst users in the past
4.2.0 adds support for reporting C/C++ crashes in Android code. If you are using the Gradle build system to export your app, you will need to add the following line to your exported project's build.gradle to enable this functionality:
dependencies {
// ...
// add this line:
implementation(name: 'bugsnag-android-ndk-release', ext:'aar')
}
dependencies {
// ...
// add this line:
compile(name: 'bugsnag-android-ndk-release', ext:'aar')
}
Our Unity notifier has gone through some major improvements, and there are some changes you'll need to make to get onto the new version.
- Remove the
Assets/Plugins/iOS/Bugsnag
directory - Remove the
Assets/Plugins/OSX/Bugsnag
directory - Remove
Assets/Plugins/Android/bugsnag-android-release.aar
- Remove
Assets/Plugins/Android/bugsnag-android-unity-release.aar
- Remove
Assets/Plugins/Android/sdk-release.aar
- Remove
Assets/Plugins/WebGL/bugsnag.jspre
- Remove
Assets/Plugins/WebGL/BugsnagAppTimings.jspre
- Remove
Assets/Plugins/WebGL/BugsnagUnity.jslib
- Remove
Assets/Standard Assets/Bugsnag/Bugsnag.cs
- Remove
Assets/Standard Assets/Bugsnag/Editor/BugsnagPostProcess.cs
- Download version 4.x.x
Bugsnag.unitypackage
from the Releases pages - Import into your Unity project
If you used the basic configuration to configure Bugsnag using the Unity UI then perform the following:
Open the directory in the Project tab to Assets/Standard Assets/Bugsnag
so that you can see the BugsnagBehaviour
file.
Find the GameObject
in the scene that Bugsnag has been added to, you should see in the inspector that the old Bugsnag script shows 'Missing (Mono Script)'.
Drag the BugsnagBehaviour
file to the Missing (Mono Script)
location in the inspector. This should apply your old Bugsnag API key to the script.
If you used the code-only configuration then perform the following:
- GameObject bugsnagObject = new GameObject("Bugsnag");
- GameObject.DontDestroyOnLoad(bugsnagObject);
- Bugsnag.createBugsnagInstance(bugsnagObject, "your-api-key-here");
+ BugsnagUnity.Bugsnag.Init("your-api-key-here");
If you used MapUnityLogToSeverity
in a prior version this has now been replaced with the ability to add callbacks which can be used to modify the severity of an error report. See the docs for more information.