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Windows native support #527

Closed
10 of 11 tasks
bitsandfoxes opened this issue Jan 21, 2022 · 2 comments
Closed
10 of 11 tasks

Windows native support #527

bitsandfoxes opened this issue Jan 21, 2022 · 2 comments
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@bitsandfoxes
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bitsandfoxes commented Jan 21, 2022

Requirements:

  • Capturing native errors
  • Capturing minidumps: Capture Minidumps from Windows players #94
  • Sync scope from Unity SDK to native SDK
  • crashed last run functionality to track healthy sessions
    Currently not supported by the native SDK

Things to consider:

  • Breakpad
    • Less robust than Crashpad but does not require additional executable shipped with the build output
  • Crashpad
    • Requires shipping with a crashpad_handler.exe with the build output
    • Users might not want to do that
  • We could offer a toggle between those two in addition to Enable Window Native Support?

TODOs and open questions:

@bruno-garcia
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bruno-garcia commented Mar 10, 2022

Regarding initializing the code in the Launcher instead of after the engine runs, we're investigating (#622) recompiling the playback engine (game executable). That's documented here: https://docs.unity3d.com/Manual/WindowsStandaloneBinaries.html

We must document how this works, and cover folks that are also recompiling this by themselves. The steps to take to combine our native support when they recompile themselves: Perhaps an opt-out of recompiling it but continue to push the native DLL so it's available to the game. Expect that the user must call the native init themselves. Alternatively, use the "C# -> C" Init approach we first shipped

@bruno-garcia
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Opened an issue to the follow up change

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