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ADT Unity Error Reporting (Alpha)

Last updated on September 12, 2025

Overview

The ADT Unity Engine Crash Reporter helps developers identify and resolve crashes in their Unity game builds. Similar to our Unreal Engine crash reporting tool, this feature collects crash data—such as call stacks, logs, and module information—and presents it via the ADT Web, streamlining the debugging process.

Supported Crash Types in Unity

Crashes in Unity generally fall into two categories: Native and Managed. ADT supports both types, with platform-specific coverage:

Crash TypePlatformDescription
NativeWindowsCrashes originating from the engine or native plugins.
ManagedAndroidCrashes originating from the C# code in Unity scripts.
  1. Native Crashes (Windows)

Native crashes occur in low-level parts of the engine or external native libraries. They are typically:

  • Triggered by memory corruption, hardware issues, or bugs in the Unity engine or native plugins.
  • Difficult to diagnose, as they often provide limited visibility into the game's managed code.
  • Captured by ADT on Windows platforms, with symbol files required for detailed stack traces.
    Example: A buffer overrun in a native plugin causes Unity to crash before managed scripts execute.
  1. Managed Crashes (Android)

Managed crashes occur in the C# code written by developers. These are:

  • Easier to diagnose, as the stack trace usually points to specific scripts or functions.
  • Captured by ADT on Android platforms.
  • Useful for identifying logic errors, null reference exceptions, or other runtime issues in managed code.
    Example: A NullReferenceException in an Update loop during gameplay on an Android device.