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Guides

Crash and error reporting for the platforms and languages you actually ship on. Step-by-step setup and integration for Unreal, Unity, Xbox, PlayStation, Switch, iOS, Android, C++, and more. Start here to get BugSplat running.

Guides ·

Crash Reporting for Xbox

A crash on Xbox is a different kind of problem than a crash on PC. You can't ask a player to dig a log file out of a folder. You can't reproduce it on a dev kit you don't have in front of you.

BugSplat Team BugSplat Team · 2 min read
Guides ·

Crash Reporting for Android

If you're shipping native C++ on Android through the NDK, the crash story is different from anything in the managed Java or Kotlin world. A crash in your native layer doesn't give you a tidy Java stack trace. It gives you a native signal and a

BugSplat Team BugSplat Team · 2 min read
Guides ·

Crash Reporting for Nintendo Switch 2

Switch 2 is a new platform, and new platforms are where crashes hide. New hardware, new performance envelope, and a player base that will run your game in ways your test plan never imagined. Add the usual console constraints, no log file to walk a player through, no remote access,

BugSplat Team BugSplat Team · 3 min read
Guides ·

Crash Reporting for PlayStation

When a PlayStation build crashes, you're debugging a console you can't treat like a PC. No log folder to walk a player through, no remote shell, often no way to reproduce it on the dev kits you have on hand. And on a platform where stability

BugSplat Team BugSplat Team · 3 min read
Guides ·

Crash Reporting for iOS

iOS crash reports are technically available and practically useless until you symbolicate them. Apple gives you a .crash file full of memory addresses, and the only thing that turns those addresses into your function names and line numbers is the matching .dSYM. Miss that match and you're staring

BugSplat Team BugSplat Team · 2 min read