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The native layer on mobile platforms (iOS and Android) no longer self-initializes before the Unity game starts.
Previously, the SDK would use the options at build-time and bake them into the native layer.
Instead, the SDK will now take the options passed into the Configure callback and use those to initialize the native SDKs.
This allows users to modify the native SDK's options at runtime programmatically.
The initialization behaviour is controlled by IosNativeInitializationType and AndroidNativeInitializationType options. These can be set from Runtime (default) to BuildTime to restore the previous flow and bake the options into the native projects. (#1915, #1924)
Features
Added SetBeforeCaptureScreenshot and SetBeforeCaptureViewHierarchy to the options. Users can now choose whether to capture those as attachment on an individual event basis. (#2023)
When capturing events via Debug.LogError, the SDK now provides stacktraces. Note, that the SDK is currently not able to provide line numbers for these events. (#1965)
Added option to enable/disable automatic capture of Debug.LogError as event. (#2009)
The Ignore CLI Errors checkbox in the Debug Symbols tab now applies to all supported platforms. (#2008)
Fixes
The SDK no longer fails to attach the ViewHierarchy when the scope has previously been cleared. (#2020)
The SDK no longer fails to attach a screenshot when the scope has previously been cleared. (#2019)
The SDK's build logs when targeting Android are not a lot less noisy. The SDK will also no longer omit the sentry-cli logs from the gradle build output. (#1995)
When targeting iOS and disabling native support, the SDK no longer causes builds to fail with an Undefined symbol: _SentryNativeBridgeIsEnabled error. (#1983)
The SDK now sets the supported platforms in the .asmdef explicitely, preventing runtime issues on currently non-supported platforms (#1974)
Fixed iOS native SDK initialization that could cause memory management issues (#1964)
The SDK now properly sets up logging by respecting the debug settings set during the configure callback. Logs created during the configuration of the native SDKs no longer get lost (#1959)
ANR events now include the relevant mechanism they have been captured from (#1955)
On Android, the SDK no longer freezes the game when failing to sync with the native SDK (#1927)