Error Events
Overview
You can use the Error event to log errors or warnings generated by your players’ in-game behaviour.
Example A: A player has scored over 1 billion points on a level, which is not supposed to happen in your game.
Field | Example A |
---|---|
severity | Warning |
message | crazyHighScore |
The options for severity are pre-defined in our SDK as:
- Info
- Debug
- Warning
- Error
- Critical
You may also choose to include a stack trace in the message field.
Implementation
The purpose of this section is to expose more examples of error events in GameAnalytics and how they should be sent, from the planning phase up to aggregation and visualisation part in the tool.
We illustrate the generation of these events with examples from our Unity SDK. The examples can be implemented in any other official GameAnalytics SDK by using the equivalent methods.
Error events are contextual messages to track the performance of the game.
They can be sent by calling the dedicated method, e.g.:
GameAnalytics.NewErrorEvent (GAErrorSeverity.Info, "Could not find available server.");
All error events are streamed in the real-time dashboard. They will also populate the widgets in the Quality dashboard once fully aggregated.
Unity specific
Error events can be logged automatically using the Unity SDK for Android and iOS apps. To activate automatic error reporting for the Unity SDK navigate to the Unity Editor, select the GameAnalytics Settings object, and navigate to the “Advanced” tab. Once there you can select to submit Unity Errors and native Android and iOS Errors automatically
Automatic error reporting is only available using the C++ (Windows,macOS, Linus), Unity (Android, iOS), Android and iOS SDKS. Visit the documentation for your preferred SDK to find out more about how to instrument error events.