I have a 2D android game that is in beta on Google Play. It has about 100 installations, but no testers. I'm the only developer. Some of the users have reported app crashes, and because they are not developers, they can not help me with a diagnosis.
I think the origin of the problem is the phone not having enough memory to run the app. When I rub the app in a LG-D213c running Android 4.4.2, the game opens, and you can navigate the main screen (the title screen). When I select any stage, the game displays the "loading" screen that runs in the same scene as the main title, and SceneManager.LoadScene ()
is called with the play scene (battle). Then, the game closes. When I do the same procedure with a Galaxy S5 neo (SM-G903M) running Android 6.0.1, the app runs normally.
I have collected a log uaing Android Monitor. Both of them include the moment of the app crash (the name is com.empresa.aplicacion, but this is not the real name).
This is the profiler capture in both cases.
So. I have some questions.
- What is the real origin of the problem? How can I diagnos the issue? I'm not seeing the cause, this is the filtered Log, and this is the complete log.
- How can I control this error from inside Unity? Is there a way to catch exceptions from the Unity core, so that it can generate a report?
- How can I make a diagnosis to the installations that I do not have access to, like a production installation or a client that has the app in their phone?
All of my questions are relative to Unity platform.