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Step-by-step instructions to integrate BugQuest with your Unity project
In the Unity Editor, open the Package Manager.
In the Package Manager, open the + menu and select Add package from git URL and enter this GitHub URL:
When copying the URL, make sure there is no trailing whitespace at the end.
For more details please seeInstall a UPM package from a Git URLin the Unity documentation
After the library is installed the Setup window should automatically appear. If it does not, open it by selecting BugQuest.GG under the Window menu.
Click the green Setup button to setup the library in your project.
This will automatically:
Your game's first scene must be loaded in the Unity Editor when you click Setup. This allows the BugQuest GameObject to load immediately when the game launches.
Click the link that appears or copy it to your clipboard and paste it in a browser window. This will take you to the web interface where you can quickly create an account and view your errors.
If you wish to disable BugQuest at runtime until the application restarts, use the following function:
void DisableBugQuest() { string fullyQualifiedName = "BQ.Runtime.Shared.BugQuest, BQ_shared"; Type bugQuestType = Type.GetType(fullyQualifiedName); if (bugQuestType == null) { Debug.Log($"Class {fullyQualifiedName} not found."); return; } MethodInfo disableMethod = bugQuestType.GetMethod("Disable", BindingFlags.Public | BindingFlags.Static); if (disableMethod == null) { Debug.Log($"Method 'Disable' not found in {fullyQualifiedName}."); return; } disableMethod.Invoke(null, null); Debug.Log("BQ disabled."); }
BugQuest will no longer collect errors or send anything to our servers until the application restarts. This can be useful if you want to allow users to opt out of any automated error collection.
The disabled state does not persist through an application restart. Error collection will automatically restart the next time the application launches and must be disabled again if you do not want error collection to occur.