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Improve WebGL Support #2415

@bitsandfoxes

Description

@bitsandfoxes

Description

The SDK's WebGL support is currently limited to C#.

Current Limitations

PlayerSettings.WebGL.exceptionSupport

  • None - Not supported. See fix: Added WebGL pre build process #2141 for more details.
  • Explicitly Thrown Exceptions Only - Captures and reports exceptions but misses stack trace.
  • Full Without Stacktrace - Captures and reports exceptions but misses stacktrace.
  • Full With Stacktrace- Captures and reports exception and provides a stacktrace (albeit with no line numbers due to lack of IL2CPP backend availability)

Fails to create new StackTrace()

This is happening with Explicitly Thrown Exceptions Only and Full Without Stacktrace.
The SDK fails trying to create a new SentryStackTrace. The SDK fails with Could not resolve stack frame. This is due to the DebugStackTrace failing to create a managed frame. It relies on the following snippet used in the AotHelper

var stackTrace = new StackTrace(false);
return stackTrace.GetFrame(0)?.GetMethod() is null;

To resolve this we could provide our own dedicated WebGLStackTraceFactory to create a new frame and fall back on stackFrame.ToString() instead of doing nothing. And probably skip a whole lot of other, for WebGL unnecessary checks i.e.

if (CreateFrame(stackFrame) is { } frame)
{
    yield return frame;
}
else
{
    yield return new SentryStackFrame { Function = stackFrame.ToString() };
}

Missing stack trace for LogError events

The missing stacktrace also mentioned in #2091 (comment) is also related to the PlayerSettings.WebGL.exceptionSupport. When setting to FullWithStacktrace the SDK is able to provide stack traces for these events as well. Set to any other option Unity does not pass down a stack trace to the logging integration and we'd need to create a new stack trace, bringing us back to the point above.

Current Recommendation

The current recommendation is to set PlayerSettings.WebGL.exceptionSupport to Full With Stacktrace to get the most out of the SDK. Anything else will require us to build a WebGL specific integration to better handle those cases.

Future Plans

Native Support

Taken from @vaind #668 (comment)

Stack traces for the embedded code coming from Unity's .jslib are pretty limited. They're just not there on the error reported by the browser.

The integration could still be useful at least to get the error type/text + stack traces if they're coming from standard javascript files.

  1. Add sentry-js bundle to the sentry-unity package. The minified version should be fine: https://browser.sentry-cdn.com/10.24.0/bundle.min.js
  2. Create a PostBuild step to alter the generated index.html, adding the Sentry-javascript initialization to the beginning of <head>:
<script src="Build/bundle.js"></script>
<script>
  Sentry.init({
    dsn: "https://[email protected]/5439417",
    release: "0.1.0",
    ....
});
</script>
  1. We're already smoke testing for WebGL. Use the SmokeTester.cs to create a javascript error. The existing python server would capture and check that.
  2. [optional] Implement scope sync - requires individual functions, similar to Objective-C

Startup Tracing

Currently, the startup tracing integration is disabled for WebGL due to the UnityWebRequestTransport seemingly not being ready this early in the runtime.

#if SENTRY_WEBGL
// On WebGL SubsystemRegistration is too early for the UnityWebRequestTransport and errors with 'URI empty'
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
#else
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
#endif
private static void Init()

This could be solved by creating timestamps instead of starting the spans and creating and sending the transaction after the fact.

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