Quick answer: Watch for crashes whose stack traces run through a plugin's code, crashes appearing after adding or updating a plugin, and problems you can't fix in your own code. The stack trace shows when a crash originates in a plugin.
Third-party plugins, SDKs, and libraries save time but crash in ways you don't control, and the signs point at the plugin rather than your code. Here are the signs your game has a third-party plugin problem.
Crashes Whose Stack Traces Run Through Plugin Code
The key sign is crashes whose stack traces run through a third-party plugin's or SDK's code rather than yours. If the crash occurs inside a plugin (the stack trace shows the failure in the plugin's code), the plugin is the likely culprit, the stack trace is what attributes the crash to the plugin.
Bugnet captures stack traces with every crash, so plugin-originated crashes are identifiable by where they occur. Crashes whose stack traces run through plugin code are the key sign of a plugin problem, and capturing stack traces is what makes this attribution possible, without the trace, a plugin crash looks like a mysterious failure; with it, you can see the crash originates in the plugin and respond accordingly.
Crashes Appearing After Adding or Updating a Plugin
A sign is crashes or issues appearing right after you added or updated a third-party plugin. If a new crash signature or a crash spike coincides with adding/updating a plugin, the plugin is the likely cause, the timing (problems starting when you added/updated the plugin) points at it.
Bugnet tracks crashes per version, so problems appearing after a plugin change are identifiable. Crashes appearing after adding or updating a plugin are a sign of a plugin problem, and per-version tracking reveals the timing (a new crash signature or spike coinciding with the plugin change), which attributes the problem to the plugin, so you can address it (wrap, update, report to the vendor, or replace).
Problems You Can't Fix in Your Own Code
A sign is problems you can't fix in your own code because they originate in the plugin, you trace the crash and it's in the plugin's code, which you don't control. If a crash is inside a plugin (not your code), you can't directly fix it, only how you use it, update it, report it, or replace it, which is itself a sign it's a plugin problem.
Bugnet captures stack traces, so you can see crashes are in plugin code (not yours). Problems you can't fix in your own code because they're in the plugin are a sign of a plugin problem, and the stack trace confirms it (the crash is in the plugin), pointing you at the appropriate response, since you can't fix the plugin's code directly, you wrap your usage defensively, update the plugin, report it to the vendor, or replace it.
Watch for crashes whose stack traces run through a plugin's code, crashes appearing after adding or updating a plugin, and problems you can't fix in your own code. The stack trace shows when a crash originates in a plugin.