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No details in call stack

Discussion in 'Unity Cloud Diagnostics' started by brainydexter, Sep 27, 2017.

  1. brainydexter

    brainydexter

    Joined:
    Apr 4, 2016
    Posts:
    21
    I am using unity 5.6.2f1 64 bit build for building on android and ios.

    When I run the game on mobile, android and ios - I get a ton of
    NullReferenceException exception with this call stack (in the performance -> Reports section) :

    UnityEngine.Component.GetComponents[BaseInput] ()
    UnityEngine.EventSystems.BaseInputModule.get_input ()
    UnityEngine.EventSystems.StandaloneInputModule.ProcessTouchEvents ()
    UnityEngine.EventSystems.StandaloneInputModule.Process ()
    UnityEngine.EventSystems.EventSystem.Update ()

    I have no ideas where it is being triggered from. Any ideas on how I can enable call stack to point to where in my code is this being stemmed from ? Its easy to reproduce on android. I would fix it but then I need to know where to look.

    Similarly, there is another call stack that I get for a different report:

    BoardGame.UnityEngine.EventSystems.IDragHandler.OnDrag (UnityEngine.EventSystems.PointerEventData eventData)
    UnityEngine.EventSystems.ExecuteEvents.Execute (IDragHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
    UnityEngine.EventSystems.ExecuteEvents.Execute[IDragHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
    UnityEngine.EventSystems.EventSystem:Update()

    This is a function in my class, but is there a way for me to turn on what line number in that function is the NullReferenceException being thrown from ?

    Also, I see a section on Manage Symbols, but I cannot figure out how to generate/upload symbols. Any thoughts ?

    I'd appreciate any help on this.