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feat(unity): Windows native support (#4825)
Co-authored-by: Bruno Garcia <[email protected]> Co-authored-by: Isabel <[email protected]>
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src/includes/getting-started-primer/unity.mdx

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@@ -2,9 +2,10 @@ Our Unity SDK builds on top of the [.NET SDK](/platforms/dotnet/) and extends it
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**Additional Features:**
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- [Native support](/platforms/unity/native-support/) for automatic crash error tracking by using the
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- [iOS SDK](/platforms/apple/guides/ios/) to support Objective-C, Swift, C and C++
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- [Android SDK](/platforms/android/) to support Java, Kotlin, C and C++
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- [Native support](/platforms/unity/native-support/) for automatic crash error tracking for
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- Android by using the [Android SDK](/platforms/android/) to support Java, Kotlin, C and C++
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- iOS by using the [iOS SDK](/platforms/apple/guides/ios/) to support Objective-C, Swift, C and C++
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- Windows by using the [Native SDK](/platforms/native/) to support C and C++ with minidumps.
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- [Offline caching](/platforms/unity/configuration/options/#cache-directory-path) stores event data to disk in case the device is not online
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- [Release Health](/platforms/unity/configuration/releases/) to keep track of crash free users and sessions
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- [Breadcrumbs automatically](/platforms/unity/enriching-events/breadcrumbs/#automatic-breadcrumbs) captured for

src/platforms/unity/native-support/index.mdx

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Currently, the Unity SDK offers native support for Android, iOS, and Windows. The support is set to `enabled` by default and you can opt out for each platform individually in the configuration window.
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## Android & iOS
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<Note>
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The setup for the native SDKs happens during build time with the options defined in the Sentry editor configuration window. Changes to the options object done through [ScriptableOptionsConfiguration](/platforms/unity/configuration/options/) will not affect events from the native layer.
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The setup for the iOS and Android native SDKs happens during build time, with the options defined in the Sentry editor configuration window. Changes to the options object done through [ScriptableOptionsConfiguration](/platforms/unity/configuration/options/) will not affect events from the native layer.
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</Note>
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Native support is `enabled` by default. The Unity SDK passes the options defined through the Sentry Unity Editor window during build time. For Android, it embeds the [Android SDK](/platforms/android/) inside the Gradle project created by Unity. The [iOS SDK](/platforms/apple/guides/ios/) is embedded inside the generated Xcode project. This means there's no need to use the Unity [built-in crash reporting](https://docs.unity3d.com/ScriptReference/CrashReport.html) functionality.
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The Unity SDK passes the options defined through the Sentry Unity Editor window during build time. For Android, it embeds the [Android SDK](/platforms/android/) inside the Gradle project created by Unity. The [iOS SDK](/platforms/apple/guides/ios/) is embedded inside the generated Xcode project. This means there's no need to use the Unity [built-in crash reporting](https://docs.unity3d.com/ScriptReference/CrashReport.html) functionality.
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## Windows
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You can opt out of native support by unchecking `iOS Native Support` and `Android Native Support` in the configuration window.
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Windows native crashes are automatically captured through minidumps. Minidump capture is configured and enabled once the C# scripting layer runs, as early as possibly after Unity engine starts. This is slightly different than the Android and iOS support where we inject native initialization code that runs before Unity engine runs.
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## Debug Symbols
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