Quick answer: To add crash reporting: add the SDK for your engine, initialize it with your project key, and configure the context to capture; crashes are then captured automatically.
Adding crash reporting to your game is a small integration with big payoff. These are the steps.
Step 1: Add the SDK for Your Engine
Start by adding the crash reporting SDK for your engine, Godot, Unity, Unreal, web, or whichever you use, into your project. This is usually a matter of importing a package or plugin and is the foundation of the integration, giving your game the ability to capture and send crash data.
Bugnet provides SDKs for common engines, so you add the one for your engine to your project, the first step in giving your game crash capture, with the integration designed to be lightweight rather than a heavy dependency.
Step 2: Initialize It With Your Project
Next, initialize the SDK with your project key (or equivalent) in your game's startup code, so crashes are associated with your project. This is typically a few lines of initialization, after which the SDK is active and ready to capture crashes from your game.
Bugnet initialization is minimal: add a short initialization call with your project key in your startup code, and Bugnet is active, capturing crashes from your game automatically, so this step is quick rather than a complex configuration effort.
Step 3: Configure the Context to Capture
Finally, configure what context to capture: the game version (essential for per-version tracking), and optionally breadcrumbs (the events leading up to crashes) by logging key actions. Setting up version reporting and breadcrumbs ensures your crashes arrive with the context that makes them fixable.
Bugnet captures device and OS automatically and lets you set your game version and log breadcrumbs for key events, so configuring the context is straightforward, and once done, your crashes arrive with the stack trace, device, OS, version, and breadcrumbs needed to fix them.
To add crash reporting: add the SDK for your engine, initialize it with your project key, and configure the context to capture; crashes are then captured automatically from real players with the context to fix them.