void Awake() { DontDestroyOnLoad(this.gameObject); Debugger.setDebugLevel(LogSeverity.Log); Bugly.SetGameObjectForCallback(GameObjectForCallback); Bugly.EnableLog(DebugEnable); Bugly.RegisterHandler(LogLevel); #if UNITY_IPHONE Bugly.SetAppVersion(BuglyAppVersionForIOS); Bugly.SetChannel(BuglyAppChannelForIOS); Bugly.InitSDK(BuglyAppIdForIOS); Bugly.SetGameObjectForCallback("Bugly"); Bugly.SetCrashHappenCallback("_callbackCrashHappen"); #endif #if UNITY_ANDROID Bugly.SetAppVersion(AppVersionForAndroid); Bugly.SetChannel(AppChannelForAndroid); Bugly.SetReportDelayTime(ReportDelayTimeForAndroid); Bugly.InitSDK(BuglyAppIdForAndroid); #endif }
// 初始化Bugly SDK, 也可以在对应的Android或iOS项目中调用API初始化 void InitBuglySDK() { // 设置开启Bugly的调式信息开关,发布时请设置为false Bugly.EnableLog(true); // 设置自动上报的c#错误信息的类型,可设置为Exception,Error等 Bugly.RegisterHandler(LogSeverity.Exception); #if UNITY_IPHONE Bugly.SetAppVersion(""); Bugly.SetChannel("bugly_test"); Bugly.InitSDK("com.tencent.rqdtest"); #endif #if UNITY_ANDROID Bugly.SetAppVersion(""); Bugly.SetChannel("bugly_test"); //Bugly.SetReportDelayTime("0"); Bugly.InitSDK("900004962"); #endif // 如果你已经在Unity项目导出的Android或iOS工程中进行了SDK的初始化,则只需调用此方法完成C#堆栈捕获功能的开启 Bugly.EnableExceptionHandler(); }