Quick answer: Capture both managed exceptions and native crashes from the field, include device and version context, group by signature, and track per version. Unity games crash on hardware your editor never exercises.
Unity games run across a huge range of devices, and the crashes that matter happen on players' hardware, not in your editor. Here are the best practices for crash reporting in Unity.
Capture Both Managed Exceptions and Native Crashes From the Field
A Unity game can fail at the managed layer (C# exceptions) or the native layer (engine or plugin crashes), so capture both from the field automatically. Covering both layers ensures you see the full picture, since a crash reporting setup that catches only one misses a whole class of failures.
Bugnet captures crashes and errors from real Unity players automatically with full context. Capturing both managed and native crashes from the field is foundational for Unity, since the game crashes at both layers and field capture sees what the editor can't.
Include Device and Version Context
Unity crashes are often device-specific, so include device, OS, and build version with every report. The context is what makes a Unity crash actionable, especially the device information that frequently points at the cause for the device-specific crashes that dominate a fragmented Unity audience.
Bugnet captures device, OS, and version with every crash, plus breadcrumbs. Including device and version context is what turns a Unity crash report into an actionable issue, since the context is often the key clue and lets you verify fixes per version.
Group by Signature and Track Per Version
Group crashes by signature so duplicates collapse into ranked issues, and track per version so regressions and fixes are visible. Grouping makes the volume manageable and prioritized, and per-version tracking catches regressions and verifies fixes on the builds that shipped them.
Bugnet groups crashes by signature, ranks by affected players, and tracks per version. So practice Unity crash reporting by capturing both managed and native crashes from the field, including device and version context, and grouping by signature while tracking per version, seeing the full crash picture the editor can't.
Capture both managed exceptions and native crashes from the field, include device and version context, group by signature, and track per version. Unity games crash on hardware your editor never exercises.