Quickstart-unity: Cannot disable Crashlytics Debug log calls on 6.1.1

Created on 15 Aug 2019  路  12Comments  路  Source: firebase/quickstart-unity

General Info:

Unity editor version: 2018.4.1f1
Firebase Unity SDK version: 6.1.1
Firebase plugins in use Analytics, Crashlytics, Messaging, DynamicLinks, RemoteConfig, InstanceID
Additional SDKs you are using: Facebook, Google Play Games, HelpShift
Platform you are using the Unity editor on: Mac + Windows
Platform you are targeting: Android/iOS

The issue:

When Migrating from Fabric to FireBase Crashlytics, using Crashlytics.Log "to give yourself more context for the events leading up to a crash" causes them to be logged also via UnityEngine.Debug.Log causing overhead on the device.
I did even tried setting:
Firebase.FirebaseApp.LogLevel = Firebase.LogLevel.Error;

I also noticed there are 'CrashlyticsSettings' but I was unable to find any documentation if I could adjust the debug level that way.

Reproduction

Migrating from Fabric to FireBase Crashlytics using the migration instructions caused these issues to pop up. With Fabric these logs were not popping up in the unity debug logs.

bug

Most helpful comment

The latest Firebase Unity release (6.15) uses the new Firebase Crashlytics SDKs, which no longer echo log calls to LogCat.

All 12 comments

Hi @CrtiicalForce,

Unfortunately I couldn't reproduce this (version 6.2.2 on Windows). I'm fairly certain that the Console.Log function doesn't tie into the Debug.Log for any log level, but if you can reproduce this using the Crashlytics testapp, or provide a stand alone example, then please let me know. Thanks!

Hi @CriticalForce are you able to reproduce this issue with our sample project?

On Android the Unity SDK just calls CLSLogon iOS and CrashlyticsCore .log on Android neither of which are supposed to log to the console.

After closer inspection I can confirm that I must have misread my issue.

What I'm actually seeing is a Debug print in adb Logcat for each Crashlytics.Log which is shown in logs with the command: "adb logcat -s Unity"

Example of the print:
image

To my understanding, these can cause some performance issues, is there any way to disable these logs?
As I mentioned, I'm setting:
Firebase.FirebaseApp.LogLevel = Firebase.LogLevel.Error;

@CriticalForce could you share the logs that you're seeing in particular? If you see a debug log from Unity that could be from Unity not Firebase.

The logs I'm seeing are the messages I'm sending to Crashlytics via Crashlytics.Log but for some reason it is being logged onto the ADB debug track as well.

Might be something else interfering with it as well but it started happening after migration to FireBase.Crashlytics from Fabric.Crashlytics Log call

image

I'm not sure if there is an SDK logging these out 馃

I now reproed the issue with the Crashlytics test project.

Unity 2018.4.1f1
FireBase 6.2.1 & 6.3.0

With just one script on a gameobject doing

Firebase.Crashlytics.Crashlytics.Log("DEBUG!");

image

Hi @MagicMiikka, thanks for providing follow up logs. Our crashlytics team is looking into the issue.

@cynthiajoan any updates on this?

This is a blocking bug for our Fabric migration as it would introduce potential performance regression.

Sorry, there's no update to give right now.

If you do have profiling data comparing Firebase and Fabric Crashlytics that you'd like to share with the team feel free to post it here and I'll forward it along. You can also open a support ticket at https://firebase.google.com/support.

Thanks for the update @patm1987

We've not profiled this unfortunately but I'll can consult our tech lead on this and if we should just reduce the overall amount of logs we use via crashlytics in the meantime.

The latest Firebase Unity release (6.15) uses the new Firebase Crashlytics SDKs, which no longer echo log calls to LogCat.

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