Quick answer: Point the player to the exact platform log path, have them reproduce once and immediately copy the file, and prefer an in-game upload so the log reaches you with build and device context attached.
A player saying it crashed when I clicked play is useless on its own, but their machine wrote a full stack trace to disk at that moment. The job is getting that file to you intact, which means knowing where each platform puts it and capturing it before it is overwritten.
How to retrieve it
1. Know the platform log path
Windows Unity: %LOCALAPPDATA%Low\Company\Game\Player.log; macOS: ~/Library/Logs/Company/Game; Android: adb logcat; iOS: Console.app device logs; web: the browser DevTools console. Send the player the exact path for their OS.
2. Capture before it is overwritten
Player.log is overwritten on the next launch, so have the player reproduce the crash, then copy the file before reopening the game. The Player-prev.log holds the previous session if they already relaunched.
3. Get device and build context with it
A log without the build version, OS, and GPU is half a clue. Ask for those, or better, ship an in-game report-a-bug button that uploads the log plus device metadata automatically.
4. Aggregate repeated reports
If several players hit the same crash, line up their logs and look for the common frame. Automatic crash capture that groups identical stack traces across players turns ten vague reports into one ranked issue.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.