Unity Performance Reporting captures and aggregates exception data, 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.
iOS crash reporting is available to Unity Plus and Pro users as part of the Unity Performance Reporting service. Turn on Performance Reporting to track crashes on iOS, including crashes in native user code, engine code, and plug-ins.
See Unity documentation for guidance on setting up Performance Reporting.
See documentation on iPhone Optimization for more information on the Script Call Optimization settings.
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).
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() (CrashReporter.mm:106) 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) (LibEntryPoint.mm:240) 11 crashreporttest UnityRepaint (UnityAppController+Rendering.mm:238) 12 crashreporttest -[UnityAppController(Rendering) repaintDisplayLink] (UnityAppController+Rendering.mm:54) 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 17 CoreFoundation __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ 18 CoreFoundation __CFRunLoopDoSource1 19 CoreFoundation __CFRunLoopRun 20 CoreFoundation CFRunLoopRunSpecific 21 GraphicsServices GSEventRunModal 22 UIKit UIApplicationMain 23 crashreporttest main (main.mm:32)