Quick answer: Pick Firebase Crashlytics if your Unity game will only ever ship on iOS and Android: it is free and mature there, but the Firebase Unity SDK supports desktop only for development. Pick Sentry if you ship on PC, WebGL or consoles too, or already monitor backend services with it; its free tier is one user and 5,000 errors a month. If you also want players to report the bugs that do not crash, plus Steam reviews and a tracker, look at Bugnet as well.
Sentry and Crashlytics are the two names every Unity tutorial mentions, and they are not really competitors: one is a free mobile crash reporter tied to Firebase, the other is a paid, everything-platform error monitor. The right choice depends almost entirely on where your game ships. Here is how they compare for a Unity project in 2026.
Sentry vs Crashlytics at a glance
| Firebase Crashlytics | Sentry | |
|---|---|---|
| Price | Free | Free for 1 user and 5,000 errors a month; Team from $26/mo billed annually |
| Unity platforms (production) | iOS and Android; desktop is development-only | Android, iOS, Windows, macOS, Linux and WebGL for C# errors |
| Native crashes | iOS and Android | Android, iOS, macOS, Windows and Linux (minidumps), plus PlayStation, Xbox and Switch |
| Consoles | No | Yes |
| Player feedback | No | User-feedback prefab in the Unity SDK from 4.0 |
| Best fit | Mobile-only games already on Firebase | Cross-platform games and studios with other services to monitor |
Prices and platform lists are from each vendor's pages at the time of writing (October 2026).
Firebase Crashlytics for Unity
Crashlytics is the default crash reporter for mobile apps for a reason. It is free, it groups crashes well, it works with the rest of Firebase, and it captures both managed C# exceptions and native crashes on iOS and Android. If you already use Firebase for analytics, remote config or authentication, adding it is a few clicks.
The limitation is platform reach. The Firebase Unity SDK states that desktop platforms are supported for development purposes only, so Crashlytics is not a production option for Windows, macOS, Linux or Steam Deck builds, and it does not cover WebGL or consoles. For a game that starts on mobile and later ships on Steam, that is a hard wall. We go into it in Does Firebase Crashlytics work for PC and Steam games?
Sentry for Unity
Sentry's Unity SDK captures C# errors on Android, iOS, macOS, Linux, Windows and WebGL, and native crashes on Android, iOS, macOS, Windows and Linux (through minidumps) as well as PlayStation, Xbox and Nintendo Switch. It detects Application Not Responding events, and from version 4.0 it ships a user-feedback prefab so players can send a message and a screenshot.
The cost is money and complexity. The free Developer plan is limited to one user and 5,000 errors a month; Team starts at $26 a month billed annually with 50,000 errors, and extra errors are billed on top. A bad patch can burn through an event quota in an hour. Sentry is also a general-purpose platform, so its dashboard is built for services and apps rather than for games specifically. See Sentry pricing for game studios for the numbers.
Which should you choose?
- Mobile-only, already on Firebase, tight budget: Crashlytics.
- Shipping on Steam, Windows, macOS, Linux or WebGL: Sentry, or another tool with desktop support. Crashlytics will not see those crashes.
- Shipping on consoles: Sentry (or a native crash tool such as Backtrace or BugSplat).
- Studio that already monitors backend services in Sentry: Sentry, so everything is in one place.
Some mobile teams run both: Crashlytics on mobile, something else on desktop. That works, but it means two dashboards, two groupings of the same bug and no single crash-free rate for the game.
The third option: crashes plus player reports
Both tools answer one question well: what threw an exception? Neither gives players an easy way to report the bugs that do not crash, which in most games is most of them. Bugnet is built around that gap:
- One C# file for Unity 2020.3 and later, reporting from Windows, macOS, Linux, WebGL, iOS and Android builds.
- Automatic capture of exceptions, errors and failed asserts from Unity's log stream, each with the last 100 log lines, a screenshot, GPU, RAM, OS, resolution, the version from Player Settings and a frame-rate and memory snapshot.
- An in-game report widget players open from a key or menu button.
- Game extras: Steam review sync, Google Play and App Store review import, a public known-issues page and integrations with GitHub, Linear, Jira and more.
- Flat pricing: free for one project and 100 reports, then $19 or $79 a month for the whole team.
What it does not do: native crash dumps and console SDKs. If those matter, pair it with Sentry or a minidump tool. Try Bugnet free, or compare more options in the best crash reporting tools for Unity.
Frequently asked questions
Is Crashlytics or Sentry better for Unity?
For a mobile-only Unity game, Crashlytics is free and capable. For games that also ship on PC, WebGL or consoles, Sentry is the better fit because the Firebase Unity SDK only supports desktop for development, while Sentry captures errors on Windows, macOS, Linux, WebGL and consoles.
Is Sentry free for Unity games?
Sentry's Developer plan is free for one user and 5,000 errors a month. Teams usually need the Team plan, which starts at $26 a month billed annually for 50,000 errors, with additional errors billed on top.
Can I use Crashlytics for a Steam game?
No. The Firebase Unity SDK supports desktop platforms for development purposes only, so Crashlytics is not a production option for Windows, macOS, Linux or Steam Deck builds.
Can I use Sentry and Crashlytics together?
Yes. Some teams keep Crashlytics on mobile and use another tool on desktop. The cost is two dashboards and no single crash rate across platforms, so many consolidate on one tool that covers every platform they ship.
Do Sentry or Crashlytics let players report bugs?
Crashlytics does not. Sentry's Unity SDK has a user-feedback prefab from version 4.0. Bugnet provides a ready-made in-game report widget for Unity and other engines, alongside automatic crash capture.
Choose by where your game ships, not by which logo the tutorial used.