Unusable playtest bug reports? Capture them inside your Unity game
What a usable playtest bug report contains, where each piece comes from in Unity 6, and how to capture and send it from inside the game, with C# snippets.
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How to do each job by hand with what Unity, Steam or your own code already give you, with sources. Each guide ends with where one of our packages fits, and says what it does not do. Newest first; Atom feed.
What a usable playtest bug report contains, where each piece comes from in Unity 6, and how to capture and send it from inside the game, with C# snippets.
Why singletons, static events and counters keep stale values when domain reload is off, how to find every static in your project, and how to reset them.
ContentBuilder layout, app and depot VDFs, SteamCMD and Steam Guard, what to keep out of the depot, a git hash build stamp, and the same upload from CI.
Unity 6 dedicated server builds by hand: Hub modules, UNITY_SERVER, BuildPlayerOptions, batch-mode launch, idle CPU fix, and one line for CI.
What Instantiate and Destroy cost in Unity, how to confirm with the Profiler that pooling is the fix, and how to use ObjectPool<T> without the usual bugs.