Version: 2017.3 (switch to 2017.4)
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Setting up Performance Reporting
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Unity Performance Reporting

Unity Performance Reporting captures and aggregates exception data and native crash reports, to help you understand what’s happening during run time and to optimize your project faster. Exceptions are updated to the Services Dashboard while the game is running as a completed build, and while in Play Mode within the Editor.

Services Dashboard
Services Dashboard

For information on enabling Performance Reporting to track crashes, including crashes in native user code, engine code, and plug-ins, see Setting up Performance Reporting.

Native crash reporting availability

Native crash reporting is available to Unity Plus and Pro users as part of the Unity Performance Reporting service.

Platform Available starting with version
iOS 5.6
Android 2017.2
MacOS 2017.3
Windows 2018.1

iOS crash reporting

When you use IL2CPP and have the iOS Player Settings Script Call Optimization setting set to Fast but no exceptions, iOS crash reporting captures crashes due to uncaught managed exceptions.

For more information on the Script Call Optimization settings, see iPhone Optimization.


Reports show the native stack trace of the crashed thread. If the crash is caused by an uncaught managed exception, the reports also show the managed stack trace of where the exception originates from, along with the native stack trace.

Note that iOS crash reporting cannot capture crashes caused by the application running out of memory and then being closed by the operating system.

View your crashes in the Unity Cloud Developer Dashboard. Here, select your game and select Enable Game Performance (see Image A).

Image A: The Game Performance option on the Unity Cloud Developer Dashboard
Image A: The Game Performance option on the Unity Cloud Developer Dashboard


The example report below demonstrates what a report for a crash due to a managed exception looks like:

Managed Stack Trace:

at CrashTests.CrashNextUpdate () [0x00000] in <filename unknown>:0

at CrashTests.Update () [0x00000] in <filename unknown>:0

Native StackTrace:

Thread 0 (crashed)

0 crashreporttest CrashedCheckBelowForHintsWhy() (

1 crashreporttest UnhandledExceptionEventHandler_Invoke_m689053609 (mscorlib_System_Delegate3660574010.h:79)

2 crashreporttest RuntimeInvoker_Void_t2779279689_Il2CppObject_Il2CppObject(MethodInfo const*, void*, void**) (Il2CppInvokerTable.cpp:405)

3 crashreporttest il2cpp::vm::Runtime::CallUnhandledExceptionDelegate(Il2CppDomain*, Il2CppDelegate*, Il2CppObject*) (Runtime.cpp:350)

4 crashreporttest il2cpp::vm::Runtime::UnhandledException(Il2CppObject*) (Runtime.cpp:440)

5 crashreporttest ScriptingInvocationNoArgs::Invoke(ScriptingException**) (ScriptingInvocationNoArgs.cpp:131)

6 crashreporttest ScriptingInvocationNoArgs::Invoke() (ScriptingInvocationNoArgs.cpp:95)

7 crashreporttest MonoBehaviour::CallUpdateMethod(int) (MonoBehaviour.cpp:541)

8 crashreporttest void BaseBehaviourManager::CommonUpdate<BehaviourManager>() (Behaviour.cpp:169)

9 crashreporttest PlayerLoop(bool, bool, IHookEvent*) (Player.cpp:1721)

10 crashreporttest UnityPlayerLoopImpl(bool) (

11 crashreporttest UnityRepaint (

12 crashreporttest -[UnityAppController(Rendering) repaintDisplayLink] (

13 QuartzCore CA::Display::DisplayLinkItem::dispatch()

14 QuartzCore CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long)

15 IOKit IODispatchCalloutFromCFMessage

16 CoreFoundation __CFMachPortPerform


18 CoreFoundation __CFRunLoopDoSource1

19 CoreFoundation __CFRunLoopRun

20 CoreFoundation CFRunLoopRunSpecific

21 GraphicsServices GSEventRunModal

22 UIKit UIApplicationMain

23 crashreporttest main (

  • 2018–03–27 Page amended with limited editorial review
  • Capture Editor Exceptions setting added and Optimize game performance toggle label renamed to Discover app errors in Unity 5.5

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Collaborate troubleshooting tips
Setting up Performance Reporting