How to debug Unity Analytics messages ?

..Tom..

New member
I've got this bug report from Unity Analytics and I wonder if I can even start figuring out what's causing it or if there's just not enough info. And how can I make sure Unity Analytics gets enough info?

System.Array.Copy (System.Array sourceArray, System.Int32 sourceIndex, System.Array destinationArray, System.Int32 destinationIndex, System.Int32 length) (at <9aad1b3a47484d63ba2b3985692d80e9>:0)
System.Collections.Generic.List`1[T].set_Capacity (System.Int32 value) (at <9aad1b3a47484d63ba2b3985692d80e9>:0)
System.Collections.Generic.List`1[T].EnsureCapacity (System.Int32 min) (at <9aad1b3a47484d63ba2b3985692d80e9>:0)
System.Collections.Generic.List`1[T].AddWithResize (T item) (at <9aad1b3a47484d63ba2b3985692d80e9>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunParentTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32& stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus status) (at <54e4b904ef9a4d4792c51489161280c3>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at <54e4b904ef9a4d4792c51489161280c3>:0)
BehaviorDesigner.Runtime.BehaviorManager.Tick (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree) (at <54e4b904ef9a4d4792c51489161280c3>:0)
BehaviorDesigner.Runtime.BehaviorManager.Tick () (at <54e4b904ef9a4d4792c51489161280c3>:0)
BehaviorDesigner.Runtime.BehaviorManager.Update () (at <54e4b904ef9a4d4792c51489161280c3>:0)
 
What is the exception? Unfortunately it doesn't look like there is enough info. If you can reproduce it I can take a closer look.
 
Unfortunately, I have no more information than what I posted above. This is from the Unity Analytics backend. I have not yet been able to reproduce this issue in testing. I don't even know what the issue is and no player has reported a bug that sounds like it could be it. Probably this just fails a part of a tree and the player doesn't notice.

How can I generate more debug info? Is there something I can turn on that would get me something like the game object the tree is running on or something? Or the name of the tree (all my trees are external trees) ?
 
Normally Unity throws an exception indicating the problem in cases like this. I'm not sure if there is a way to have that submitted within Unity Analytics. You can enable logging on the behavior tree component but you wouldn't want to do that within production.
 
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