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Better name, new features, and now accessible to Unity Personal Edition users! If you’re familiar with Performance Reporting, then Unity Cloud Diagnostics is everything you knew about it, but better. It has more tools to help you find and respond to user issues fast and in real time, and it’s now accessible to everyone!

Why the name change?

The Performance Reporting name was confusing because it didn’t do “performance reporting” the way most people thought of it. The name implied that it would monitor factors like memory usage and frames-per-second, which is not the purpose of the service.

Cloud Diagnostics better represents what we help you measure – discrete technical issues. Furthermore, the types of issues that we track have expanded since Performance Reporting was initially released. Today, Cloud Diagnostics tracks:

  1. Unhandled managed exception reports
  2. Native crash reports
  3. (NEW) User-submitted reports

Some of you may recognize that “User-submitted reports” is the “Bug Report” feature, which was previously available in an open Alpha. Like Cloud Diagnostics, we are renaming the feature User Reporting for more accuracy as it was common for people to report bugs as well as send suggestions.

What you can do

Crash and Exception reports are a window into what is happening under the hood when your players and/or testers are running your game. By enabling the feature, you’ll have access to information to help you debug faster, which includes stack traces, debug logs, device information, and custom metadata that you define.

User Reporting is a great way to collect and aggregate reports from end users. The key difference is that while Crash and Exception reports are generated automatically, User Reporting can be explicitly generated by an end user, so you receive real human feedback. With this feature, you can get user-provided bug reports and feature requests, which can include screenshots, saved games, videos or anything else you find useful to help improve the user experience. You have the freedom to configure the reports in whatever way is valuable to you – be it the type of attachments you accept, the text information you collect or the custom metadata you track with each report.

An important aspect of Unity Cloud Diagnostics is that it helps you react to users in real time. Instead of making you monitor yet another tool, Unity Cloud Diagnostics can work with your communication tools of choice. For example, you can integrate it with Discord, Slack, and Jira.

Don’t use Discord, Slack or Jira? You can also build custom integrations using webhooks. Here are the four message events that you can access:

  1. New Crash or Exception: Triggered whenever a new type of crash or exception is seen.
  2. New Crash or Exception Version: Triggered when an existing crash or exception is seen for the first time on a new version of your game.
  3. Reopened Crash or Exception: Triggered when a previously closed crash or exception is seen in a new version of your game.
  4. New User Report: Triggered whenever a new user report has been received.

Anyone can get started

The biggest change for most of you is that features are no longer limited to Unity Plus and Pro users. Unity Personal users can use these features through a new Starter tier. Additional capacity, as well as some sophisticated features, are available to Plus and Pro subscribers through an Advanced tier. Here’s a full breakdown:

Enabling Cloud Diagnostics in your project is easy! If you want to use the Crash and Exception features, you only need to turn them on using a toggle in the Services window:

Since User Reporting is often used for manual feedback, there’s an SDK available that has a prefab you can reskin or use for guidance on setting up your own UI. Documentation for all features can be found here.

User Reporting in Parkasaurus, a WashBear Studio game.

Thanks to all Alpha testers

We appreciate all of you who are using User Reporting and have been giving us really useful feedback. As a thank you, we will be giving all projects that used User Reporting during the Alpha access to Advanced Diagnostics! This means that you will not lose access to advanced features or be restricted by Starter-tier limitations for the projects that have been actively using the service. We’d particularly like to call out WashBear Studio, creators of Parkasaurus: thank you for your great feedback about User Reporting!

Have feedback or want to get involved?

We are really excited for Unity Cloud Diagnostics and we hope you are as well. If you’d like to request a feature or report an issue, you can reach out to us on the Cloud Diagnostics forum or at


10 replies on “Performance Reporting is now Cloud Diagnostics”

Would be great to have an option to get the last few seconds recorded video up to the crash like PS4 does. It’s now very high res but it would help a lot to see what situation caused the problem. Helps a lot especially in debugging complicated gameplay situations. Even if it has some performance hit, it could at least be used while in QA period.

Amazing news! I just have some questions about the report quota. 25/10000 report quota means every report of every issue from every user?
What if an exception is thrown upon starting the game for every user. And many users restart the game multiple time a day. But only this exception arises. Is it going to be counted as one (per issue) to the quota? Or is it going to be evaluated as (user count * game start count) in this particular case?

Reports are sent at various points in time from the game to our service. In general, the number of reports that you will accumulate is a function of the number of sessions your game has as well as the number of problems in your game. We do attempt to optimize the number of reports that are sent in various situations, so if you have an exception that is occurring repeatedly, that will likely only result in one or two reports per session. In the scenario that you’ve described (crash upon loading), you would likely have the number of reports equivalent to user count * game start count.

Thank you! Since witch version of Unity is this change applied? I am still not able to active it even its name has change!

Solved, the problem was that I expected the On/Off swithc on the service page as well. Very nice tool! However as an android/iOs developer I have some feedback. I am developing a new part of my game and it crash on the editor . The tool report the error as it was a new device. Is there any way to exlude the editor crash data?

Ah! Yes, you can opt out of having it report in-editor crashes. There’s a checkbox in the Services Window under the toggle button to do this. I recommend posting to our forum if you have more questions as others may benefit from the answers as well. :)

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