Foundation includes automatic crash reporting via BugSplat. When your game crashes, a dump is sent to BugSplat. You see crashes, stack traces, affected versions, and trends in the Hypercade portal.
How it works
Your game ships with the BugSplat client embedded. On crash:
- The client captures a dump of the game state.
- The dump is uploaded to BugSplat (with player permission if required by your privacy policy).
- Hypercade ingests the crash data.
- You see it in the portal within minutes.
No engineer action needed. No log file hunting. Crash data appears automatically.
What you see
Crash counts: Total crashes in the last 24 hours, 7 days, or custom range.
Stack traces: Full call stacks for each crash. Function names, file paths, line numbers - everything needed to debug.
Affected versions: Which game builds are crashing and how often. Spot regressions quickly.
Trends: Is a particular code path crashing? Is a specific GPU prone to issues? The data shows patterns.
System info: Hardware profiles of affected machines - GPU, CPU, RAM, OS version. Useful for platform-specific bugs.
Reproduction steps: If available, user-provided steps or automated repro sequences.
BugSplat licensing
You have two options:
Option 1: Bring your own license. If you already have a BugSplat account, provide your credentials during onboarding. Your crashes go to your account. You control retention and data handling.
Option 2: Use Hypercade’s. Hypercade provides BugSplat access. You pay a pass-through fee (the cost Hypercade incurs, plus 10-15% overhead). Same features. Simpler onboarding.
Both options flow crash data to the Hypercade portal.
Data retention
BugSplat retains crash data according to your plan. Check your BugSplat settings for your specific retention window (typically 30-90 days). Hypercade stores a summary of crashes (counts, stack traces, version info) indefinitely in your studio’s portal.
Privacy
Crash dumps may contain sensitive data from player machines (memory addresses, system paths, etc.). BugSplat and Hypercade treat crash data as private to your studio. It is not shared, aggregated, or used for any purpose other than helping you debug. Player IP addresses are not logged.
Integration
Crash reporting is integrated automatically during onboarding. No code changes needed for Unreal or Unity games shipping with the analytics SDK. If you’re not using the SDK, reach out to Hypercade for integration options.
Troubleshooting
Crashes not appearing: Check that your game is shipping with the BugSplat client and that network connectivity allows uploads to BugSplat servers. Crashes may take 1-2 minutes to appear in the portal.
Missing stack traces: Ensure debug symbols are being uploaded alongside your build. The buildScripts templates handle this automatically.
Credential errors: If you’re using your own BugSplat license, verify your credentials are correct in the portal settings.
For help, contact the Hypercade team at [email protected].
Future: Migration to Sentry
Hypercade is evaluating migration from BugSplat to Sentry. This is under active development. If you have a preference or concerns about either platform, let the team know.