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Unity editor version: 2019.3. Doesn't reproduce on 2019.2 or lower.
Firebase Unity SDK version: 6.13
Source you installed the SDK (.unitypackage or Unity Package Manager): Tried both.
Firebase plugins in use (Auth, Database, etc.): Crashlytics. Adding or removing Anylytics, Remote Configs had no effect for me.
Additional SDKs you are using (Facebook, AdMob, etc.): Bug can be reproduced with or without sdks.
Platform you are using the Unity editor on (Mac, Windows, or Linux): Win and Mac.
Platform you are targeting (iOS, Android, and/or desktop): iOS
Scripting Runtime (Mono, and/or IL2CPP): il2cpp
Please describe the issue here:
Starting from 2019.3 Unity iOS xcode project contains two targets: Main and UnityFramework. Firebase Crashlyitcs only uploads symbols from Main target. This can be observed in Xcode which only shows "Crashlytics run script" in main target only.
Crashes have missing symbols marked as "optional" and stacktraces in crahlytics are misleading and not marked as (missing) or (none) just displayed with grayish color:
Notice the huge offsets numbers on "MetalHeap::AliasResources()" and "UnityAdsEngineSetDidFinishCallback", and lack of lines numbers.
When symbols are uploaded manually, this changes to
The similar issue should be happening in Android version, but I haven't been able to test it out.
Please answer the following, if applicable:
Have you been able to reproduce this issue with just the Firebase Unity quickstarts (this GitHub project)?
Haven't tried it, but I believe it would be easy to reproduce once you find how to crash the quickstart project.
What's the issue repro rate? (eg 100%, 1/5 etc)
100%
Workaround for iOS
Copy the following hacky script to any Editor folder. It does everything that Crashlyitcs script does on Main target, but applies to UnityFramework target.
using System;using System.IO;using System.Linq;using Firebase.Crashlytics.Editor;using UnityEditor;using UnityEditor.Callbacks;using UnityEditor.iOS.Xcode;using UnityEngine;publicclassCrashlyticsHelpher:MonoBehaviour{[PostProcessBuild(101)]publicstaticvoidOnPostprocessBuild(BuildTargetbuildTarget,stringbuildPath){if(buildTarget.ToString()=="iOS"|| buildTarget.ToString()=="iPhone"){stringprojectPath= Path.Combine(buildPath,"Unity-iPhone.xcodeproj/project.pbxproj");varstorageProviderType= AppDomain.CurrentDomain.GetAssemblies().SelectMany(assembly => assembly.GetTypes()).FirstOrDefault(type => type.FullName.Contains("Firebase.Crashlytics.Editor.StorageProvider"));varpropertyInfo= storageProviderType.GetProperty("ConfigurationStorage");IFirebaseConfigurationStoragevalue=(IFirebaseConfigurationStorage) propertyInfo.GetValue(null);
PrepareProject(projectPath, value);}}privatestaticvoidPrepareProject(stringprojectPath,IFirebaseConfigurationStorageconfigurationStorage){
Debug.Log("Adding Crashlytics Run Script 2 to the Xcode project's Build Phases");PBXProjectpbxproject=new PBXProject();
pbxproject.ReadFromFile(projectPath);// Next line does the trickvarunityFrameworkGuid= pbxproject.GetUnityFrameworkTargetGuid();varrunScriptBody= iOSPostBuild.GetRunScriptBody(configurationStorage);try{
pbxproject.AddShellScriptBuildPhase(unityFrameworkGuid,"Crashlytics Run Script 2","/bin/sh -x",
runScriptBody);}catch(Exceptionex){
Debug.LogWarning("Failed to add Crashlytics Run Script 2: '"+ ex.Message +"'. You can manually fix this by adding a Run Script Build Phase to your Xcode project with the following script:\n"+runScriptBody);}finally{
pbxproject.SetBuildProperty(unityFrameworkGuid,"DEBUG_INFORMATION_FORMAT","dwarf-with-dsym");
pbxproject.WriteToFile(projectPath);}}}
The text was updated successfully, but these errors were encountered:
Please fill in the following fields:
Unity editor version: 2019.3. Doesn't reproduce on 2019.2 or lower.
Firebase Unity SDK version: 6.13
Source you installed the SDK (.unitypackage or Unity Package Manager): Tried both.
Firebase plugins in use (Auth, Database, etc.): Crashlytics. Adding or removing Anylytics, Remote Configs had no effect for me.
Additional SDKs you are using (Facebook, AdMob, etc.): Bug can be reproduced with or without sdks.
Platform you are using the Unity editor on (Mac, Windows, or Linux): Win and Mac.
Platform you are targeting (iOS, Android, and/or desktop): iOS
Scripting Runtime (Mono, and/or IL2CPP): il2cpp
Please describe the issue here:
Starting from 2019.3 Unity iOS xcode project contains two targets: Main and UnityFramework. Firebase Crashlyitcs only uploads symbols from Main target. This can be observed in Xcode which only shows "Crashlytics run script" in main target only.
Crashes have missing symbols marked as "optional" and stacktraces in crahlytics are misleading and not marked as (missing) or (none) just displayed with grayish color:
![image](https://user-images.githubusercontent.com/4180088/81500581-be837200-92db-11ea-8e1d-d2f3f3ed1755.png)
Notice the huge offsets numbers on "MetalHeap::AliasResources()" and "UnityAdsEngineSetDidFinishCallback", and lack of lines numbers.
When symbols are uploaded manually, this changes to
![image](https://user-images.githubusercontent.com/4180088/81500652-4b2e3000-92dc-11ea-9ff7-f67972f6f148.png)
The similar issue should be happening in Android version, but I haven't been able to test it out.
Please answer the following, if applicable:
Have you been able to reproduce this issue with just the Firebase Unity quickstarts (this GitHub project)?
Haven't tried it, but I believe it would be easy to reproduce once you find how to crash the quickstart project.
What's the issue repro rate? (eg 100%, 1/5 etc)
100%
Workaround for iOS
Copy the following hacky script to any Editor folder. It does everything that Crashlyitcs script does on Main target, but applies to UnityFramework target.
The text was updated successfully, but these errors were encountered: