When an exception happens in managed code, the stack trace for the exception can help you understand the cause of the exception. This can often be found in the player logThe .log file created by a Standalone Player that contains a record of events, such as script execution times, the compiler version, and AssetImport time. Log files can help diagnose problems. More info
See in Glossary file. However, the managed stack trace might not appear the way you expect because the stack trace varies depending on the build configuration.
When the C++ Compiler Configuration is set to Debug, IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. More info
See in Glossary reports a reliable managed stack trace, and includes each managed method in the call stack. The stack trace doesn’t include line numbers from the original C# source code.
When the C++ Compiler Configuration is set to Release or Master, IL2CPP might produce a call stack that’s missing one or more managed methods. This is because the C++ compiler has inlined the missing methods. Method inlining is usually good for performance at run time, but it can make call stacks more difficult to understand. IL2CPP always provides at least one managed method on the call stack. For stack traces created from managed exceptions, this is the method where the exception occurred. It also includes other methods if they aren’t inlined.
IL2CPP call stacks do not include source code line number information in the debug or release configurations.
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