The right window should now have the crash dump with a named callstack.Locate it by the process name and crash time columns and click on it. There should be a crash dump for your game.Select your device in the left pane, and click View Device Logs.In Xcode (these steps are for Xcode 6.1.1), go to Windows->Devices.Attach your iOS device via USB to your OSX machine.app inside to the same folder as the dSYM. Rename the ipa extension to zip, and unzip the.I put it in a new folder named after the Cloud build number we are investigating. The location should be somewhere Spotlight can index.
#Unity cloud build install#
At the moment, you click Install on the build in the history list, then Share, then both Download to Desktop for the ipa and Download dSYM. Go to the cloud build project for your game, and find the dSYM and ipa downloads for the build you installed.Wait for Unity Cloud Build to produce a new build containing that change, install it, and repro the crash on your device. It might still be worthwhile leaving it in for release, because it will be extremely helpful in chasing down crashes in the wild.) That will do the post-processing for you and for Unity Cloud Build. (There are conflicting reports as to if this increases build size, but you definitely want it while developing. So, one time only, you should add this file to your project (EDIT: in an editor subfolder thanks Terry Paton). We can fix this by adjusting the Xcode project after generation, but that’s no good for Unity Cloud Build where we have no control. I thought I’d document it here.īy default, Unity will not generate Xcode projects that produce useful debug info. Getting the callstack of the crash turned into a bit of an odyssey. Everything worked on local builds, but when I tried the iOS build from Unity Cloud, it crashed on start-up. This morning I pushed our new IAP back-end, which of course involved some low-level stuff on both platforms.
#Unity cloud build android#
Since we’re a remote company, it’s great to be able to push and know that both Android and iOS builds will be soon available to everyone in the team with your new feature. We’ve been using Unity Cloud Build at Spry Fox for a soon-to-be-announced project. Disclaimer: this advice is provided without warranty, works on my machine, etc.