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## Version 2.0.4
- Added Game object depth property that allows developer to filter game object childrens in Backtrace report
- Changed "Destroy client on new scene load" label. Now: "Destroy client on new scene load (false - Backtrace managed),
- added namespaces to `XmlNodeConverter` class,
- Added correct path to source file in `BacktraceUnhnandledException`,
- Changed line endings in `BacktraceDatabase`, `ReportLimitWatcher`, `BacktraceClient` files,
- Changed `ReactTransform` casting to `Component` in `Annotations` class. With this change Backtrace library should correctly send all game objects to Backtrace,
- Changed a way how we guess game assets directory.
Copy file name to clipboardExpand all lines: CHANGELOG.md
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# Backtrace Unity Release Notes
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## Version 2.0.4
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- Added Game object depth property that allows developer to filter game object childrens in Backtrace report
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- Changed "Destroy client on new scene load" label. Now: "Destroy client on new scene load (false - Backtrace managed),
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- added namespaces to `XmlNodeConverter` class,
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- Added correct path to source file in `BacktraceUnhnandledException`,
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- Changed line endings in `BacktraceDatabase`, `ReportLimitWatcher`, `BacktraceClient` files,
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- Changed `ReactTransform` casting to `Component` in `Annotations` class. With this change Backtrace library should correctly send all game objects to Backtrace,
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- Changed a way how we guess game assets directory.
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## Version 2.0.3
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- Annotations object will validate game object before converting it.
Method="InvalidSignatureException: Return type System.Void of GenerateSubmissionUrl_FromValidHostName_ValidSubmissionUrl in Tests.BacktraceCredentialsTests is not supported."
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Copy file name to clipboardExpand all lines: README.md
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- Reports per minute: Limits the number of reports the client will send per minutes. If set to 0, there is no limit. If set to a higher value and the value is reached, the client will not send any reports until the next minute. Further, the BacktraceClient.Send/BacktraceClient.SendAsync method will return false.
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- Destroy client on new scene load - Backtrace-client by default will be available on each scene. Once you initialize Backtrace integration, you can fetch Backtrace game object from every scene. In case if you don't want to have Backtrace-unity integration available by default in each scene, please set this value to true.
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- Handle unhandled exceptions: Toggle this on or off to set the library to handle unhandled exceptions that are not captured by try-catch blocks.
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- Game Object Depth Limit: Allows developer to filter number of game object childrens in Backtrace report.
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- Ignore SSL validation: Unity by default will validate ssl certificates. By using this option you can avoid ssl certificates validation. However, if you don't need to ignore ssl validation, please set this option to false.
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- Deduplication rules: Backtrace-unity plugin allows you to combine the same reports. By using deduplication rules, you can tell backtrace-unity plugin how we should merge reports.
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- Enable Database: When this setting is toggled, the backtrace-unity plugin will configure an offline database that will store reports if they can't be submitted do to being offline or not finding a network. When toggled on, there are a number of Database settings to configure.
Copy file name to clipboardExpand all lines: package.json
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{
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"name": "Backtrace-unity",
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"displayName": "Backtrace-Unity",
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"version": "1.1.5",
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"version": "2.0.4",
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"unity": "2017.1",
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"description": "Backtrace's integration with Unity games allows customers to capture and report handled and unhandled Unity exceptions to their Backtrace instance, instantly offering the ability to prioritize and debug software errors.",
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