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Report Errors from Your Game

This how-to adds error reporting to a LootLocker call in your game, so that when that call fails the failure shows up in the Web Console instead of only in the player's local log.

Prerequisites

Reporting a Failed Request

Error reports are not sent automatically. Check the response of an SDK call, and when it failed, report it along with a description of what your game was trying to do. That description becomes the user_description field on the report, and it's what makes a report readable later — prefer naming the action that failed over restating the error itself.

// Report the failure from inside the callback of the call that failed.
// The description is what you'll read in the Web Console, so name the action.
LootLockerSDKManager.GetProgression("player_level", (response) =>
{
if (!response.success)
{
response.ReportFailure("Failed to load the player's level progression", (reportResponse) =>
{
if (!reportResponse.success)
{
Debug.Log("Could not send the error report: " + reportResponse.errorData?.message);
}
});
return;
}
// Handle the successful response here.
});

See the Reference Documentation for the endpoints you're calling.

Choosing What to Report

Add reporting where a failure would be hard to diagnose any other way: critical paths such as save file uploads, purchases, and authentication, and paths that are currently misbehaving in a live build. Those are the cases where you can't simply reproduce the problem on your own machine.

Don't report indiscriminately. Reporting every failure fills your 5,000-report budget with noise, and the oldest reports are dropped first once you hit it. Skip failures your game already handles as normal flow — a name that's already taken, or a purchase the player cancelled.

Conclusion

Your game now reports its failed LootLocker requests to the Web Console. See Find and Filter Error Reports to work through what comes in.