Attributes List: Backtrace-Unity SDK
Game developers with an understanding of the various attributes that Backtrace-Unity captures will be able to customize their crash / error reporting analysis and get the most out of the platform. Use the below as a quick reference to become familiar with the attributes that Backtrace captures by default.
A Quick Note On Indexing
All of the attributes in the table below are captured by the Backtrace-Unity SDK. However, attributes which are labeled as “Indexed By Default = FALSE” will not be able to be used for aggregation / analysis until they are set to be indexed by the user.
Your project’s current attribute configuration can be found under Project Settings >> Attributes.
For instructions + more information on how to configure an attribute to be indexed, see this guide.
Custom Attributes
Users can also define custom attributes to be captured, sent, and indexed. See more information here under the “BacktraceReport Options” section.
Attribute Name |
Description |
Format |
Type |
Indexed By Default |
_compressed |
object is compressed |
None |
Boolean |
TRUE |
_rxid |
object receive identifier |
UUID |
UUID |
TRUE |
_tx |
object transaction identifier |
None |
64-bit |
TRUE |
application |
source application of fault |
None |
String |
TRUE |
callstack |
callstack of fault signature |
Callstack |
String |
TRUE |
callstack.files |
A per-frame list of source files in fault |
Callstack |
String |
TRUE |
callstack.functions |
A per-frame list of functions in fault |
Callstack |
String |
TRUE |
callstack.modules |
A per-frame list of modules in fault |
Callstack |
String |
TRUE |
classifiers |
anomalous properties of object |
labels |
String |
TRUE |
cpu.boottime |
time when system was booted |
None |
64-bit |
TRUE |
cpu.brand |
processor brand string |
None |
String |
TRUE |
cpu.count |
processor count |
None |
64-bit |
TRUE |
descriptor.count |
descriptor table size |
None |
64-bit |
TRUE |
error.message |
error message associated with event |
None |
String |
TRUE |
fingerprint |
primary fault signature |
SHA-256 |
String |
TRUE |
fingerprint;original |
query for the original fingerprints |
None |
String |
TRUE |
gc.heap.used |
used heap size |
Bytes |
64-bit |
TRUE |
guid |
unique user identifier |
UUID |
UUID |
TRUE |
hostname |
hostname of the faulting system |
Hostname |
String |
TRUE |
lang.name |
programming language |
None |
String |
TRUE |
lang.version |
programming language version |
None |
String |
TRUE |
object.size |
size in bytes of submitted object |
Bytes |
64-bit |
TRUE |
process.age |
age of faulting process |
Seconds |
64-bit |
TRUE |
sched.cs.involuntary |
number of involuntary context switches |
None |
64-bit |
TRUE |
sched.cs.voluntary |
number of voluntary context switches |
None |
64-bit |
TRUE |
system.memory.active |
recently used memory |
Kilobytes |
64-bit |
TRUE |
system.memory.buffers |
temporary storage for raw disk blocks |
Kilobytes |
64-bit |
TRUE |
system.memory.cached |
buffer cache size for files |
Kilobytes |
64-bit |
TRUE |
system.memory.dirty |
memory waiting to get written back to disk |
Kilobytes |
64-bit |
TRUE |
system.memory.free |
amount of free memory |
Kilobytes |
64-bit |
TRUE |
system.memory.inactive |
memory that has not been recently used |
Kilobytes |
64-bit |
TRUE |
system.memory.slab |
kernel data structure cache |
Kilobytes |
64-bit |
TRUE |
system.memory.swap.cached |
memory still backed by swap |
Kilobytes |
64-bit |
TRUE |
system.memory.swap.free |
unused swap space |
Kilobytes |
64-bit |
TRUE |
system.memory.swap.total |
total swap space |
Kilobytes |
64-bit |
TRUE |
system.memory.total |
total usable memory |
Kilobytes |
64-bit |
TRUE |
system.memory.vmalloc.total |
vmalloc memory area |
Kilobytes |
64-bit |
TRUE |
timestamp |
timestamp of fault |
UNIX timestamp |
64-bit |
TRUE |
timestamp.received |
receive timestamp of fault |
UNIX timestamp |
64-bit |
TRUE |
uname.machine |
machine hardware name |
None |
String |
TRUE |
uname.sysname |
kernel name |
None |
String |
TRUE |
uname.version |
kernel version |
None |
String |
TRUE |
vm.pte.size |
page table entries size |
Kilobytes |
64-bit |
TRUE |
vm.rss.peak |
peak resident memory size |
Kilobytes |
64-bit |
TRUE |
vm.rss.size |
resident memory size |
Kilobytes |
64-bit |
TRUE |
vm.shared.size |
shared library size |
Kilobytes |
64-bit |
TRUE |
vm.stack.size |
size of stack segment |
Kilobytes |
64-bit |
TRUE |
vm.swap.size |
swap memory size |
Kilobytes |
64-bit |
TRUE |
vm.vma.peak |
peak virtual memory size |
Kilobytes |
64-bit |
TRUE |
vm.vma.size |
virtual memory size |
Kilobytes |
64-bit |
TRUE |
application.unity.version |
The runtime version of Unity |
[User Defined] |
[User Defined] |
FALSE |
application.version |
Your game's build version number, as defined in your Player Settings |
[User Defined] |
[User Defined] |
FALSE |
device.type |
Broad type of device (Handheld, Desktop, etc...) |
[User Defined] |
[User Defined] |
FALSE |
scene.name |
Name of the active scene at the time the report is created |
[User Defined] |
[User Defined] |
FALSE |
api.compatibility |
The .NET framework version your app is compatible with. Defined in the Player Settings |
[User Defined] |
[User Defined] |
FALSE |
application.background |
Can your game run in the background? |
[User Defined] |
[User Defined] |
FALSE |
application.company.name |
Your company name, as defined in the Player Settings |
[User Defined] |
[User Defined] |
FALSE |
application.data_path |
The game's directory path |
[User Defined] |
[User Defined] |
FALSE |
application.debug |
Is this build a development build? |
[User Defined] |
[User Defined] |
FALSE |
application.editor |
Is this game instance being run via the Unity Editor? |
[User Defined] |
[User Defined] |
FALSE |
application.focused |
Whether the player currently has focus |
[User Defined] |
[User Defined] |
FALSE |
application.id |
Name of your game, as defined in the Player Settings |
[User Defined] |
[User Defined] |
FALSE |
application.installer.name |
The name of the store or package that installed the application |
[User Defined] |
[User Defined] |
FALSE |
application.internet_reachability |
The type of Internet reachability currently possible on the device running your game. This property is mostly useful on handhelds to distinguish fast and cheap WiFi connection from carrier networking. |
[User Defined] |
[User Defined] |
FALSE |
application.mobile |
Is this a mobile platform? |
[User Defined] |
[User Defined] |
FALSE |
application.playing |
Is your game currently being played? |
[User Defined] |
[User Defined] |
FALSE |
application.sandboxType |
[User Defined] |
[User Defined] |
FALSE |
|
application.system.language |
System language |
[User Defined] |
[User Defined] |
FALSE |
application.temporary_cache |
Directory path of temporarily cached data |
[User Defined] |
[User Defined] |
FALSE |
audio.supported |
Is audio supported? |
[User Defined] |
[User Defined] |
FALSE |
backtrace.version |
Backtrace plugin version number |
[User Defined] |
[User Defined] |
FALSE |
cpu.frequency |
The frequency of the device's cpu (MHz) |
[User Defined] |
[User Defined] |
FALSE |
device.manufacturer |
Manufacturer of the device running your game |
[User Defined] |
[User Defined] |
FALSE |
device.model |
Model of the device running your game |
[User Defined] |
[User Defined] |
FALSE |
device.name |
The name of the device running your game. Defined by the end-user |
[User Defined] |
[User Defined] |
FALSE |
error.type |
A categorization of the error which generated a report |
[User Defined] |
[User Defined] |
FALSE |
graphic.driver.version |
The graphics API type and driver version used by the graphics device |
[User Defined] |
[User Defined] |
FALSE |
graphic.id |
The identifier code of the graphics device |
[User Defined] |
[User Defined] |
FALSE |
graphic.memory |
Total graphics memory size |
[User Defined] |
[User Defined] |
FALSE |
graphic.multithreaded |
Is the gpu multi threaded? |
[User Defined] |
[User Defined] |
FALSE |
graphic.name |
GPU / graphics card name |
[User Defined] |
[User Defined] |
FALSE |
graphic.shader |
Graphics device shader capability level |
[User Defined] |
[User Defined] |
FALSE |
graphic.topUv |
Do UV coordinates start at the top? |
[User Defined] |
[User Defined] |
FALSE |
graphic.type |
The graphics API type used by the graphics device |
[User Defined] |
[User Defined] |
FALSE |
graphic.vendor |
The vendor of the graphics device |
[User Defined] |
[User Defined] |
FALSE |
graphic.vendor.id |
The identifier code of the graphics device vendor |
[User Defined] |
[User Defined] |
FALSE |
scene.active |
Name of the active scene |
[User Defined] |
[User Defined] |
FALSE |
scene.buildIndex |
Build index of the active scene |
[User Defined] |
[User Defined] |
FALSE |
scene.count |
The number of currently loaded scenes in your project at the time a report is sent. |
[User Defined] |
[User Defined] |
FALSE |
scene.count.build |
The number of scenes added to your project's build settings. |
[User Defined] |
[User Defined] |
FALSE |
scene.handle |
[User Defined] |
[User Defined] |
FALSE |
|
scene.isDirty |
Does the active scene have any modifications? |
[User Defined] |
[User Defined] |
FALSE |
scene.isLoaded |
Is the active scene loaded? |
[User Defined] |
[User Defined] |
FALSE |
scene.path |
Path to the scene |
[User Defined] |
[User Defined] |
FALSE |
scripting.backend |
[User Defined] |
[User Defined] |
FALSE |
|
state |
[User Defined] |
[User Defined] |
FALSE |
|
uname.family |
The operating system family the game is running on |
[User Defined] |
[User Defined] |
FALSE |
uname.fullname |
Operating system name with version |
[User Defined] |
[User Defined] |
FALSE |
vm.data |
[User Defined] |
[User Defined] |
FALSE |
|
vm.exe |
[User Defined] |
[User Defined] |
FALSE |
|
vm.shdpnd |
[User Defined] |
[User Defined] |
FALSE |
|
vm.sigpnd |
[User Defined] |
[User Defined] |
FALSE |
|
vm.threads |
[User Defined] |
[User Defined] |
FALSE |