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href="/ugs/zh-cn/manual/remote-config/manual/WhatsRemoteConfig">Remote Config</a><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/user-generated-content/manual/introduction">用户生成的内容</a></div><div class="FrameNavDropdownGroup_group__2HueI"><div class="FrameNavDropdownGroup_groupLabel__rwcw_">DevOps</div><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/devops/manual/unity-build-automation">Build Automation</a><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/devops/manual/unity-version-control">Version Control</a></div></div></div><div class="FrameNavDropdown_dropdown__aF0dm"><div class="undefined FrameNavDropdown_contentListItem__yEMl8"><button class="undefined flex">参与度</button><div class="undefined FrameNavDropdown_listSelector__WOQfY"/><svg class="FrameNavDropdown_arrow__iIMG1" width="16px" height="16px" viewbox="0 0 16 16"><path fill="white" d="M13.3535 10.3537C13.3071 10.4001 13.252 10.437 13.1913 10.4622C13.1306 10.4873 13.0655 10.5003 12.9998 10.5003C12.9341 10.5003 12.869 10.4873 12.8083 10.4622C12.7476 10.437 12.6925 10.4001 12.646 10.3537L7.99979 5.70678L3.35354 10.3537C3.25972 10.4475 3.13247 10.5002 2.99979 10.5002C2.86711 10.5002 2.73986 10.4475 2.64604 10.3537C2.55222 10.2598 2.49951 10.1326 2.49951 9.99991C2.49951 9.86722 2.55222 9.73998 2.64604 9.64615L7.64604 4.64615C7.69248 4.59967 7.74762 4.56279 7.80832 4.53763C7.86902 4.51246 7.93408 4.49951 7.99979 4.49951C8.0655 4.49951 8.13056 4.51246 8.19126 4.53763C8.25196 4.56279 8.3071 4.59967 8.35354 4.64615L13.3535 9.64615C13.4 9.69259 13.4369 9.74774 13.4621 9.80843C13.4872 9.86913 13.5002 9.9342 13.5002 9.99991C13.5002 10.0656 13.4872 10.1307 13.4621 10.1914C13.4369 10.2521 13.4 10.3072 13.3535 10.3537Z"/></svg></div><div class="FrameNavDropdown_content__Nr8XZ"><div class="FrameNavDropdownGroup_group__2HueI"><div class="FrameNavDropdownGroup_groupLabel__rwcw_">Analytics 与玩家参与度</div><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/analytics/manual/overview">Analytics</a><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/game-overrides/manual/overview">Game Overrides</a><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/push-notifications/manual/overview">推送通知</a></div><div class="FrameNavDropdownGroup_group__2HueI"><div class="FrameNavDropdownGroup_groupLabel__rwcw_">社区</div><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/friends/manual/welcome">好友</a><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/leaderboards/manual/leaderboards">排行榜</a><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/moderation/manual/overview">Moderation</a><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/safe-voice/manual/home">Safe Voice</a><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/vivox-unity/manual/Unity/Unity">Vivox</a></div><div class="FrameNavDropdownGroup_group__2HueI"><div class="FrameNavDropdownGroup_groupLabel__rwcw_">崩溃报告</div><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/cloud-diagnostics/manual/CloudDiagnostics/WelcometoCloudDiagnostics">Cloud Diagnostics</a><a class="FrameNavDropdownGroup_contentLink___Libt" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/CloudDiagnosticsAdvanced">Cloud Diagnostics Advanced</a></div></div></div><div class="FrameNavDropdown_dropdown__aF0dm"><div class="undefined FrameNavDropdown_contentListItem__yEMl8"><button class="undefined flex">增长</button><div class="undefined FrameNavDropdown_listSelector__WOQfY"/><svg class="FrameNavDropdown_arrow__iIMG1" width="16px" height="16px" viewbox="0 0 16 16"><path fill="white" d="M13.3535 10.3537C13.3071 10.4001 13.252 10.437 13.1913 10.4622C13.1306 10.4873 13.0655 10.5003 12.9998 10.5003C12.9341 10.5003 12.869 10.4873 12.8083 10.4622C12.7476 10.437 12.6925 10.4001 12.646 10.3537L7.99979 5.70678L3.35354 10.3537C3.25972 10.4475 3.13247 10.5002 2.99979 10.5002C2.86711 10.5002 2.73986 10.4475 2.64604 10.3537C2.55222 10.2598 2.49951 10.1326 2.49951 9.99991C2.49951 9.86722 2.55222 9.73998 2.64604 9.64615L7.64604 4.64615C7.69248 4.59967 7.74762 4.56279 7.80832 4.53763C7.86902 4.51246 7.93408 4.49951 7.99979 4.49951C8.0655 4.49951 8.13056 4.51246 8.19126 4.53763C8.25196 4.56279 8.3071 4.59967 8.35354 4.64615L13.3535 9.64615C13.4 9.69259 13.4369 9.74774 13.4621 9.80843C13.4872 9.86913 13.5002 9.9342 13.5002 9.99991C13.5002 10.0656 13.4872 10.1307 13.4621 10.1914C13.4369 10.2521 13.4 10.3072 13.3535 10.3537Z"/></svg></div><div class="FrameNavDropdown_content__Nr8XZ"><a class="FrameNavDropdown_contentLink__KChMh" href="/ugs/zh-cn/manual/economy/manual">Economy</a><a class="FrameNavDropdown_contentLink__KChMh" href="https://docs.unity3d.com/Packages/com.unity.purchasing@latest/index.html">应用内购</a></div></div><div class="FrameNav_listItem__00pi2"><a href="/ugs/zh-cn/reference">参考</a><div class="undefined FrameNav_listSelector__PpdbL"/></div><div class="FrameNav_listItem__00pi2"><a href="/ugs/zh-cn/solutions/manual">解决方案</a><div class="undefined FrameNav_listSelector__PpdbL"/></div></nav><div class="document_sidenav__Apo_p"><div role="navigation" aria-label="Table of Contents" class="TableOfContents_TableOfContents__cQMhT TableOfContents_light__7QaI4"><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/overview/manual/unity-gaming-services-home"><span class="TableOfContents_TOCItemList__link-text__F_XVk">概述</span></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/overview/manual/getting-started"><span class="TableOfContents_TOCItemList__link-text__F_XVk">开始使用</span></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/overview/manual/signing-up-for-ugs"><span class="TableOfContents_TOCItemList__link-text__F_XVk">定价与计费</span></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">概念</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H TableOfContents_TOCItemList__link--in-path__IJo_O TableOfContents_TOCItemList__link--expanded__tbswP" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">版本</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">Analytics</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">Authentication</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">Cloud Code</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">Cloud Content Delivery</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">Cloud Diagnostics</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H TableOfContents_TOCItemList__link--in-path__IJo_O TableOfContents_TOCItemList__link--expanded__tbswP" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">Cloud Diagnostics Advanced</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/CloudDiagnosticsAdvanced"><span class="TableOfContents_TOCItemList__link-text__F_XVk">概述</span></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/Setup"><span class="TableOfContents_TOCItemList__link-text__F_XVk">开始使用</span></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">概念</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H TableOfContents_TOCItemList__link--in-path__IJo_O TableOfContents_TOCItemList__link--expanded__tbswP" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">教程</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H TableOfContents_TOCItemList__link--in-path__IJo_O TableOfContents_TOCItemList__link--active-page__85ecH TableOfContents_TOCItemList__link--expanded__tbswP" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/BasicConfiguration"><span class="TableOfContents_TOCItemList__link-text__F_XVk">基本配置</span></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/CSharpConfiguration"><span class="TableOfContents_TOCItemList__link-text__F_XVk">C# 配置</span></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/DebugSymbols"><span class="TableOfContents_TOCItemList__link-text__F_XVk">调试符号</span></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/ConnectToSymbolServers"><span class="TableOfContents_TOCItemList__link-text__F_XVk">连接到符号服务器</span></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/Deduplication"><span class="TableOfContents_TOCItemList__link-text__F_XVk">重复数据删除</span></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/StabilityMonitoring"><span class="TableOfContents_TOCItemList__link-text__F_XVk">稳定性监控</span></a></li></ul></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">参考</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">Cloud Save</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">DevOps</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">Remote Config</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">运营</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">社区</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 TableOfContents_TOCItemList--has-children___E1N1"><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="___"><span class="TableOfContents_TOCItemList__link-text__F_XVk">多人游戏</span><span class="TableOfContents_TOCItemList__arrow__xBJKH"/></a></li></ul><ul class="TableOfContents_TOCItemList__hwNtj TableOfContents_light__7QaI4 "><li class="TableOfContents_TOCItemList__list-item__EdYTN"><a class="TableOfContents_TOCItemList__link__62P3H" href="/ugs/zh-cn/manual/overview/manual/release-notes"><span class="TableOfContents_TOCItemList__link-text__F_XVk">发行说明</span></a></li></ul></div></div><div class="Content_content__Ox13L"><div class="document_contentInner__aQ0PQ"><div><div class="Breadcrumbs_wrapper__SYv7a" role="navigation" aria-label="breadcrumbs"><div><ol class="flex flex-wrap"><li class="Breadcrumbs_crumb__c6hVy">版本</li><li class="Breadcrumbs_crumb__c6hVy">Cloud Diagnostics Advanced</li><li class="Breadcrumbs_crumb__c6hVy">教程</li><li class="Breadcrumbs_crumb__c6hVy">基本配置</li></ol></div><div class="hidden sm:flex"><select class="Select_select___iidp "><option value="en-us">English</option><option value="ja-jp">日本語 (日本)</option><option value="ko-kr">한국어(대한민국)</option><option value="zh-cn" selected="">中文(中国)</option></select></div></div><div class="Breadcrumbs_smallWrapper__WRudC"><select class="Select_select___iidp "><option value="en-us">English</option><option value="ja-jp">日本語 (日本)</option><option value="ko-kr">한국어(대한민국)</option><option value="zh-cn" selected="">中文(中国)</option></select></div></div><div class="document_contentContainer___cSjC"><article class="document_article__WTb0Y"><h1 id="基本配置" class="TopicHeading_heading__8AU9Z">基本配置<a class="TopicHeading_anchor__NBUxL" href="#基本配置" aria-hidden="true">#</a></h1><p class="leading-7 mb-3">Backtrace 客户端和数据库的配置设置由 Unity 项目的 Assets 文件夹中的 Backtrace Configuration(Backtrace 配置)文件进行定义。建议在 Unity Inspector(检视面板)中更改 Backtrace 客户端和数据库的配置设置:</p><p class="leading-7 mb-3"><img alt="" loading="lazy" width="1368" height="1026" decoding="async" data-nimg="1" style="color:transparent" srcset="/ugs/_next/image?url=%2Fugs%2Fzh-cn%2Fimages%2FBasicConfig.png&w=1920&q=75&dpl=dpl_2cDMVoi96CMmkFLnScBcwj2FHdWD 1x, /ugs/_next/image?url=%2Fugs%2Fzh-cn%2Fimages%2FBasicConfig.png&w=3840&q=75&dpl=dpl_2cDMVoi96CMmkFLnScBcwj2FHdWD 2x" src="/ugs/_next/image?url=%2Fugs%2Fzh-cn%2Fimages%2FBasicConfig.png&w=3840&q=75&dpl=dpl_2cDMVoi96CMmkFLnScBcwj2FHdWD"/></p><p class="leading-7 mb-3">或者,也可以在 C# 项目中指定配置设置。</p><h2 id="为_WebGL_启用堆栈跟踪" class="TopicHeading_heading__8AU9Z">为 WebGL 启用堆栈跟踪<a class="TopicHeading_anchor__NBUxL" href="#为_WebGL_启用堆栈跟踪" aria-hidden="true">#</a></h2><ol class="pl-4 list-decimal mb-3"><li>在 <strong>Unity 编辑器</strong>中打开您的项目。</li><li>在 <strong>Unity 编辑器</strong>菜单中,选择 <strong>Edit(编辑)</strong>> <strong>Project Settings(项目设置)</strong>。</li><li>在 **Publishing Settings(发布设置)**下,将 **Enable Exceptions(启用例外)**设置为 <strong>Full With Stacktrace(完整,含堆栈跟踪)</strong>。</li></ol><p class="leading-7 mb-3">![](<../images/Copy of EnableWebGL.png>)</p><h2 id="Backtrace_客户端设置" class="TopicHeading_heading__8AU9Z">Backtrace 客户端设置<a class="TopicHeading_anchor__NBUxL" href="#Backtrace_客户端设置" aria-hidden="true">#</a></h2><table class="table__sMR1V"><colgroup><col/><col/><col/><col/></colgroup><thead><tr><th>设置</th><th>描述</th><th>类型</th><th>默认值</th></tr></thead><tbody><tr><td>Server address(服务器地址)</td><td><p class="leading-7 mb-3">需要服务器地址(提交 URL)才能将 Unity 项目中的异常提交到 Backtrace 实例。</p><p class="leading-7 mb-3">服务器地址可以在操作菜单中的 <b>Settings(设置)</b>> <b>Error Submission(错误提交)</b>> <b>Submission tokens(提交令牌)</b>> <b>Generate server address(生成服务器地址)</b>中生成,格式如下:https://submit.backtrace.io/{subdomain}/{submission-token}/json。</p></td><td>字符串</td><td> </td></tr><tr><td>Handle unhandled exceptions(处理未处理的异常)</td><td>处理 try/catch 语句未捕获的未处理的异常。</td><td>布尔值</td><td>True</td></tr><tr><td>Reports per minute(每分钟报告数)</td><td><p class="leading-7 mb-3">限制客户端每分钟发送的报告数。</p><ul class="pl-4 list-disc mb-3"><li><p class="leading-7 mb-3">如果设置为“0”,则没有限制。</p></li><li><p class="leading-7 mb-3">如果设置为大于“0”的值并达到该值,则客户端在下一分钟开始之前不会再发送任何报告。</p></li></ul><p class="leading-7 mb-3">BacktraceClient.Send 和 BacktraceClient.SendAsync 方法将返回“false”。</p></td><td>数字</td><td>50</td></tr><tr><td>Ignore SSL validation(忽略 SSL 验证)</td><td>默认情况下,Unity 会验证 SSL 证书。如果不想验证 SSL 证书,请将值设置为“true”。</td><td>布尔值</td><td>False</td></tr></tbody></table><h2 id="Backtrace_数据库设置" class="TopicHeading_heading__8AU9Z">Backtrace 数据库设置<a class="TopicHeading_anchor__NBUxL" href="#Backtrace_数据库设置" aria-hidden="true">#</a></h2><table class="table__sMR1V"><colgroup><col/><col/><col/><col/></colgroup><thead><tr><th>设置</th><th>描述</th><th>类型</th><th>默认值</th></tr></thead><tbody><tr><td>Enable database(启用数据库)</td><td>启用离线数据库以在本地存储报告。</td><td>布尔值</td><td>False</td></tr><tr><td>Backtrace database path(Backtrace 数据库路径)</td><td>指定将由本地数据库用于存储游戏或应用报告的绝对路径。请注意,在首次初始化客户端时,Backtrace 数据库将移除数据库目录中的所有现有文件。您可以使用内插字符串,例如 <code>${Application.persistentDataPath}/backtrace/database</code>。</td><td>字符串</td><td> </td></tr><tr><td>Client-side deduplication(客户端重复数据删除)</td><td><p class="leading-7 mb-3">聚合重复的报告。可用选项包括:</p><ul class="pl-4 list-disc mb-3"><li><p class="leading-7 mb-3"><b>Disable(禁用)</b>:不聚合重复的报告。</p></li><li><p class="leading-7 mb-3"><b>Everything(全部)</b>:按故障调用栈、异常类型和异常消息进行聚合。</p></li><li><p class="leading-7 mb-3"><b>Faulting callstack(故障调用栈)</b>:基于当前堆栈跟踪进行聚合。</p></li><li><p class="leading-7 mb-3"><b>Exception type(异常类型)</b>:按堆栈跟踪和异常类型进行聚合。</p></li><li><p class="leading-7 mb-3"><b>Exception message(异常消息)</b>:按堆栈跟踪和异常消息进行聚合。</p></li></ul></td><td>枚举</td><td>Diasble(禁用)</td></tr><tr><td>Attach Unity player.log(附加 Unity player.log)</td><td>将 Unity 播放器日志文件附加到 Backtrace 报告。仅适用于 Windows 和 macOS。</td><td>布尔值</td><td>False</td></tr><tr><td>Auto send mode(自动发送模式)</td><td><p class="leading-7 mb-3">根据下面描述的重试设置向服务器发送报告。</p><p class="leading-7 mb-3">如果该值设置为“False”,则可以使用 Flush 或 Send 方法作为替代方法。</p></td><td>布尔值</td><td>True</td></tr><tr><td>Create database directory(创建数据库目录)</td><td>如果提供的路径不存在,则会创建离线数据库目录。</td><td>布尔值</td><td>True</td></tr><tr><td>Attach screenshot(附加屏幕截图)</td><td>在游戏场景中发生异常时生成屏幕截图并创建帧的附件。</td><td>布尔值</td><td>False</td></tr><tr><td>Maximum number of records(最大记录数)</td><td>离线数据库中存储的最大报告数。达到限制后将移除最早的报告。如果该值等于“0”,则不会设置任何限制。</td><td>整数</td><td>8</td></tr><tr><td>Maximum database size (mb)(最大数据库大小 (mb))</td><td>最大数据库大小(以 MB 为单位)。达到限制后将移除最早的报告。如果该值等于“0”,则不会设置任何限制。</td><td>整数</td><td>0</td></tr><tr><td>Retry interval(重试间隔)</td><td>数据库无法发送报告时在两次重试之间等待的时间(以秒为单位)。</td><td>整数</td><td>60</td></tr><tr><td>Maximum retries(最大重试次数)</td><td>数据库无法发送报告时尝试的最大重试次数。</td><td>整数</td><td>3</td></tr><tr><td>Retry order (FIFO/LIFO)(重试顺序 (FIFO/LIFO))</td><td><p class="leading-7 mb-3">将报告发送到 Backtrace 服务器的顺序:</p><ul class="pl-4 list-disc mb-3"><li><p class="leading-7 mb-3">如果将该值设置为 Queue (FIFO)(队列 (FIFO)),则第一个进入队列的报告将是第一个离开队列的报告。</p></li><li><p class="leading-7 mb-3">如果将该值设置为 Stack (LIFO)(堆栈 (LIFO)),则最后一个进入堆栈的报告将是第一个离开堆栈的报告。</p></li></ul></td><td>枚举</td><td>Stack(堆栈)</td></tr></tbody></table><h2 id="高级客户端设置" class="TopicHeading_heading__8AU9Z">高级客户端设置<a class="TopicHeading_anchor__NBUxL" href="#高级客户端设置" aria-hidden="true">#</a></h2><table class="table__sMR1V"><colgroup><col/><col/><col/><col/></colgroup><thead><tr><th>设置</th><th>描述</th><th>类型</th><th>默认值</th></tr></thead><tbody><tr><td>Use normalized exception message(使用标准化异常消息)</td><td>如果异常没有堆栈跟踪,则会生成带有标准化异常消息的指纹。</td><td>布尔值</td><td>False</td></tr><tr><td>Send unhandled native game crashes on startup(启动时发送未处理的本机游戏崩溃)</td><td>在游戏或应用启动时发送本机崩溃。仅适用于 Windows。</td><td>布尔值</td><td>True</td></tr><tr><td>Filter reports(过滤报告)</td><td><p class="leading-7 mb-3">根据错误类型忽略托管错误报告:</p><ul class="pl-4 list-disc mb-3"><li><p class="leading-7 mb-3">Disable(禁用):发送所有错误类型的错误报告。</p></li><li><p class="leading-7 mb-3">Everything(全部):忽略所有错误类型的错误报告。</p></li><li><p class="leading-7 mb-3">Message(消息):忽略错误消息的错误报告。</p></li><li><p class="leading-7 mb-3">Handled Exception(已处理的异常):忽略已处理的异常的错误报告。</p></li><li><p class="leading-7 mb-3">Unhandled Exception(未处理的异常):忽略未处理的异常的错误报告。</p></li><li><p class="leading-7 mb-3">Hang(挂起):忽略 ANR(应用程序无响应)或挂起错误的错误报告。仅适用于移动端。</p></li><li><p class="leading-7 mb-3">Game Error(游戏错误):忽略托管环境中游戏崩溃的错误报告。</p></li></ul></td><td>枚举</td><td>Disable(禁用)</td></tr><tr><td>Collect last n game logs(收集最近 n 个游戏日志)</td><td>收集游戏中最近生成的 n 个日志。</td><td>整数</td><td>10</td></tr><tr><td>Enable performance statistics(启用性能统计信息)</td><td>允许 Backtrace 客户端测量执行时间,并附加性能信息作为报告属性。</td><td>布尔值</td><td>False</td></tr><tr><td>Destroy client on new scene load(在新场景加载时销毁客户端)</td><td>在加载新游戏场景时移除 Backtrace 客户端组件。默认情况下,Backtrace 客户端将在每个游戏场景中可用。</td><td>布尔值</td><td>False</td></tr><tr><td>Log random sampling rate(日志随机采样率)</td><td><p class="leading-7 mb-3">将 DebugLog.error 消息的随机样本报告发送到 Backtrace 的速率。</p><p class="leading-7 mb-3">默认情况下,1% 的 DebugLog.error 消息将发送到 Backtrace。要将所有 DebugLog.error 消息发送到 Backtrace,请将值设置为“1”。</p></td><td>小数</td><td>0.01</td></tr><tr><td>Game object depth limit(游戏对象深度限制)</td><td>过滤 Backtrace 报告中游戏对象子项的数量。</td><td>整数</td><td>-1</td></tr><tr><td>Disable error reporting integration in editor(禁用编辑器中的错误报告集成)</td><td>忽略项目在 Unity 编辑器中运行时遇到的错误,仅报告在构建中遇到的错误。</td><td>布尔值</td><td>False</td></tr></tbody></table><h2 id="无崩溃指标报告" class="TopicHeading_heading__8AU9Z">无崩溃指标报告<a class="TopicHeading_anchor__NBUxL" href="#无崩溃指标报告" aria-hidden="true">#</a></h2><p class="leading-7 mb-3">启用此功能后,唯一应用程序启动和唯一玩家标识符(默认值:guid)将提交到 Backtrace,以便可以大致了解相对于给定平台、版本等的所有活跃用户发生的错误、挂起、崩溃和内存问题数量。</p><p class="leading-7 mb-3"><strong>注意</strong>:除 WebGL 之外的所有平台都支持此功能。</p><table class="table__sMR1V"><colgroup><col/><col/><col/><col/></colgroup><thead><tr><th>设置</th><th>描述</th><th>类型</th><th>默认值</th></tr></thead><tbody><tr><td>Enable crash free metrics reporting(启用无崩溃指标报告)</td><td>启用无崩溃用户和无崩溃会话等指标。</td><td>布尔值</td><td>True</td></tr><tr><td>Auto send interval in min(自动发送间隔,以分钟为单位)</td><td><p class="leading-7 mb-3">表示将无崩溃指标发送到 Backtrace 的频率。</p><p class="leading-7 mb-3">默认情况下,在应用程序启动时和游戏结束时发送会话事件,在游戏运行时每 30 分钟发送一次会话事件。</p></td><td>整数</td><td>30</td></tr></tbody></table><h2 id="原生支持" class="TopicHeading_heading__8AU9Z">原生支持<a class="TopicHeading_anchor__NBUxL" href="#原生支持" aria-hidden="true">#</a></h2><p class="leading-7 mb-3">使用 Backtrace Unity SDK 可捕获以下系统的本机崩溃:</p><ul class="pl-4 list-disc mb-3"><li><a class="text-blue-default underline" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/BasicConfiguration#Android">Android</a></li><li><a class="text-blue-default underline" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/BasicConfiguration#iOS">iOS</a></li><li><a class="text-blue-default underline" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/BasicConfiguration#Windows">Windows</a></li></ul><h3 id="Android" class="TopicHeading_heading__8AU9Z">Android 设置<a class="TopicHeading_anchor__NBUxL" href="#Android" aria-hidden="true">#</a></h3><p class="leading-7 mb-3">Backtrace Unity SDK 支持捕获本机崩溃,以及来自底层 Android OS、JNI 和 NDK 层的内存和进程信息,包括以下属性:</p><ul class="pl-4 list-disc mb-3"><li><code>system.memory.free</code></li><li><code>system.memory.swap.free</code></li><li><code>system.memory.vmalloc.total</code></li><li><code>sched.cs.involuntary</code></li><li><code>sched.cs.voluntary</code></li></ul><table class="table__sMR1V"><colgroup><col/><col/><col/><col/></colgroup><thead><tr><th>设置</th><th>描述</th><th>类型</th><th>默认值</th></tr></thead><tbody><tr><td>Capture native crashes(捕获本机崩溃)</td><td>捕获本机崩溃的堆栈跟踪并对其进行符号化。此过程会生成崩溃报告,将其存储在本地,并在下一次游戏开始时上传。</td><td>布尔值</td><td>True</td></tr><tr><td>Capture ANR (application not responding)(捕获 ANR(应用程序无响应))</td><td>每当应用挂起超过 5 秒就会生成错误报告。这些报告的 <code>error.type</code> 将是 <code>Hang</code>。</td><td>布尔值</td><td>True</td></tr><tr><td>Send Out of Memory exceptions to Backtrace(向 Backtrace 发送内存不足异常)</td><td>检测内存不足的状况。如果应用因内存状况而崩溃,则将提交一份带有 <code>memory.warning</code> 和 <code>memory.warning.date</code> 属性的崩溃报告。</td><td>布尔值</td><td>False</td></tr><tr><td>Enable client-side unwinding(启用客户端展开)</td><td>启用调用栈展开 (unwinding)。如果无法上传应用的所有调试符号,可以使用此设置获取调试信息。仅适用于受支持的 Android 版本(NDK 19;Unity 2019+)。还可以使用 <code>BacktraceConfiguration</code> 对象和 <code>.ClientSideUnwinding = true;</code> 选项来启用此设置。</td><td>布尔值</td><td>False</td></tr><tr><td>Symbols upload token(符号上传令牌)</td><td>用于自动将调试符号上传到 Backtrace。要生成符号上传令牌,请在 Cloud Diagnostics Advanced 后台中转到 <b>Project Settings(项目设置)</b>> <b>Symbols(符号)</b>> <b>Access tokens(访问令牌)</b>> 选择 <b>+</b> 来生成新令牌。</td><td>字符串</td><td> </td></tr></tbody></table><h4 id="上传调试符号" class="TopicHeading_heading__8AU9Z">上传调试符号<a class="TopicHeading_anchor__NBUxL" href="#上传调试符号" aria-hidden="true">#</a></h4><p class="leading-7 mb-3">您可以将 Backtrace 客户端配置为在 Android 应用程序的 IL2CPP 构建中自动上传调试符号。</p><ol class="pl-4 list-decimal mb-3"><li>在 <strong>Unity 编辑器</strong>中打开您的项目。</li><li>在 <strong>Unity 编辑器</strong>菜单中,选择 <strong>File(文件)</strong>> <strong>Build Settings(构建设置)</strong>。</li><li>在 **Build Settings(构建设置)**中,将 **Create symbols.zip(创建 symbols.zip)**设置为 <strong>Debugging(调试)</strong>。</li></ol><p class="leading-7 mb-3"><img alt="" loading="lazy" width="1034" height="626" decoding="async" data-nimg="1" style="color:transparent" srcset="/ugs/_next/image?url=%2Fugs%2Fzh-cn%2Fimages%2FCreateSymbols.png&w=1080&q=75&dpl=dpl_2cDMVoi96CMmkFLnScBcwj2FHdWD 1x, /ugs/_next/image?url=%2Fugs%2Fzh-cn%2Fimages%2FCreateSymbols.png&w=3840&q=75&dpl=dpl_2cDMVoi96CMmkFLnScBcwj2FHdWD 2x" src="/ugs/_next/image?url=%2Fugs%2Fzh-cn%2Fimages%2FCreateSymbols.png&w=3840&q=75&dpl=dpl_2cDMVoi96CMmkFLnScBcwj2FHdWD"/></p><p class="leading-7 mb-3">4.从 **Build Settings(构建设置)**中,选择 <strong>Player Settings(播放器设置)</strong>。</p><p class="leading-7 mb-3">5.在 **Player Settings(播放器设置)**中,搜索“Scripting Backend(脚本后端)”。</p><p class="leading-7 mb-3">6.在 **Configuration(配置)**下(位于 Other Settings(其他设置)中),<strong>将 Scripting Backend(脚本后端)设置为 IL2CPP</strong>。</p><p class="leading-7 mb-3">![](<../images/Copy of ScriptingBackend.png>)</p><p class="leading-7 mb-3">如需更多有关调试符号的信息,请参阅<a class="text-blue-default underline" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/DebugSymbols">调试符号</a>。</p><h3 id="iOS" class="TopicHeading_heading__8AU9Z">iOS 设置<a class="TopicHeading_anchor__NBUxL" href="#iOS" aria-hidden="true">#</a></h3><p class="leading-7 mb-3">Backtrace Unity SDK 支持捕获本机崩溃,以及来自底层 iOS 层的内存和进程信息,包括以下属性:</p><ul class="pl-4 list-disc mb-3"><li><code>system.memory.free</code></li><li><code>system.memory.swap.used</code></li><li><code>system.memory.total</code></li><li><code>system.memory.active</code></li><li><code>system.memory.inactive</code></li></ul><table class="table__sMR1V"><colgroup><col/><col/><col/><col/></colgroup><thead><tr><th>设置</th><th>描述</th><th>类型</th><th>默认值</th></tr></thead><tbody><tr><td>Capture native crashes(捕获本机崩溃)</td><td>捕获本机崩溃的堆栈跟踪并对其进行符号化。此过程会生成崩溃报告,将其存储在本地,并在下一次游戏开始时上传。</td><td>布尔值</td><td>True</td></tr><tr><td>Capture ANR (application not responding)(捕获 ANR(应用程序无响应))</td><td>每当应用挂起超过 5 秒就会生成错误报告。这些报告的 <code>error.type</code> 将是 <code>Hang</code>。</td><td>布尔值</td><td>True</td></tr><tr><td>Send Out of Memory exceptions to Backtrace(向 Backtrace 发送内存不足异常)</td><td>检测内存不足的状况。如果应用因内存状况而崩溃,则将提交一份带有 <code>memory.warning</code> 和 <code>memory.warning.date</code> 属性的崩溃报告。</td><td>布尔值</td><td>False</td></tr><tr><td>Enable client-side unwinding(启用客户端展开)</td><td><p class="leading-7 mb-3">启用调用栈展开 (unwinding)。如果无法上传应用的所有调试符号,可以使用此设置获取调试信息。仅适用于受支持的 Android 版本(NDK 19;Unity 2019+)。</p><p class="leading-7 mb-3">还可以使用 <code>BacktraceConfiguration</code> 对象和 <code>.ClientSideUnwinding = true;</code> 选项来启用此设置。</p></td><td>布尔值</td><td>False</td></tr></tbody></table><h4 id="禁用_CrashReport_API" class="TopicHeading_heading__8AU9Z">禁用 CrashReport API<a class="TopicHeading_anchor__NBUxL" href="#禁用_CrashReport_API" aria-hidden="true">#</a></h4><p class="leading-7 mb-3">CrashReport API 可能会阻止 Backtrace 客户端发送 iOS 的本机崩溃。</p><ol class="pl-4 list-decimal mb-3"><li>在 <strong>Unity 编辑器</strong>中打开您的项目。</li><li>在 <strong>Unity 编辑器</strong>菜单中,选择 <strong>File(文件)</strong>> <strong>Build Settings(构建设置)</strong>。</li><li>从 **Build Settings(构建设置)**中,选择 <strong>Player Settings(播放器设置)</strong>。</li><li>在 **Player Settings(播放器设置)**中,搜索“CrashReport API”。</li><li>在 **Crash Reporting(崩溃报告)**下(位于 Debugging and crash reporting(调试和崩溃报告)中),确保已禁用 **Enable CrashReport API(启用 CrashReport API)**后端。</li></ol><h4 id="上传调试符号" class="TopicHeading_heading__8AU9Z">上传调试符号<a class="TopicHeading_anchor__NBUxL" href="#上传调试符号" aria-hidden="true">#</a></h4><p class="leading-7 mb-3">在 Xcode 中构建 iOS 游戏时,请确保配置构建设置来为要调试的构建生成 dSYM 文件。默认情况下,Xcode 只能生成 DWARF 文件。</p><ol class="pl-4 list-decimal mb-3"><li>在 <strong>Xcode</strong> 中,转到项目目标的 <strong>Build Settings(构建设置)</strong>。</li><li>在 **Build Options(构建选项)**下,将 **Debug Information Format(调试信息格式)**设置为 <strong>DWARF with dSYM File</strong>(<strong>DWARF 及 dSYM 文件</strong>)。</li></ol><p class="leading-7 mb-3">![](<../images/Copy of DebugInfoFormat.png>)</p><p class="leading-7 mb-3">您可以在项目的 Build 文件夹 (.../Build/Products/<!-- -->) 中找到 dSYM 文件,然后将其压缩成 .zip 文件并上传到 Cloud Diagnostics Advanced。</p><p class="leading-7 mb-3">如需更多有关调试符号的信息,请参阅<a class="text-blue-default underline" href="/ugs/zh-cn/manual/cloud-diagnostics-advanced/manual/DebugSymbols">调试符号</a>。</p><h3 id="Windows" class="TopicHeading_heading__8AU9Z">Windows 设置<a class="TopicHeading_anchor__NBUxL" href="#Windows" aria-hidden="true">#</a></h3><p class="leading-7 mb-3">Backtrace Unity SDK 支持捕获本机 Windows 崩溃。</p><table class="table__sMR1V"><colgroup><col/><col/><col/><col/></colgroup><thead><tr><th>设置</th><th>描述</th><th>类型</th><th>默认值</th></tr></thead><tbody><tr><td>Minidump type(小型转储类型)</td><td>要从 Windows 小型转储报告捕获的内存信息的类型。</td><td>枚举</td><td>None(无)</td></tr><tr><td>Capture native crashes(捕获本机崩溃)</td><td>捕获本机崩溃的堆栈跟踪并对其进行符号化。此过程会生成崩溃报告,将其存储在本地,并在下一次游戏开始时上传。</td><td>布尔值</td><td>True</td></tr><tr><td>Capture ANR (application not responding)(捕获 ANR(应用程序无响应))</td><td>每当应用挂起超过 5 秒就会生成错误报告。这些报告的 <code>error.type</code> 将是 <code>Hang</code>。</td><td>布尔值</td><td>True</td></tr></tbody></table><h2 id="日志记录示踪导航" class="TopicHeading_heading__8AU9Z">日志记录示踪导航<a class="TopicHeading_anchor__NBUxL" href="#日志记录示踪导航" aria-hidden="true">#</a></h2><table class="table__sMR1V"><colgroup><col/><col/><col/><col/></colgroup><thead><tr><th>设置</th><th>描述</th><th>类型</th><th>默认值</th></tr></thead><tbody><tr><td>Enable breadcrumbs support(启用示踪导航支持)</td><td><p class="leading-7 mb-3">启用示踪导航支持功能将会记录示踪导航事件,例如应用进入后台进程、日志记录消息、网络连接中断等。</p><p class="leading-7 mb-3">默认情况下,示踪导航限制为 64kB,较早的事件将自动移除。</p></td><td>枚举</td><td><p class="leading-7 mb-3">False</p></td></tr><tr><td>Breadcrumbs event type(示踪导航事件类型)</td><td>指定要记录的事件类型。</td><td>布尔值</td><td>Everything(全部)</td></tr><tr><td>Breadcrumbs log level(示踪导航日志级别)</td><td>指定要包含的日志级别严重性。</td><td>布尔值</td><td>Everything(全部)</td></tr></tbody></table><p class="leading-7 mb-3">还可以添加自定义示踪导航事件,其中包含“玩家已完成关卡”和子属性等信息:</p><div class="CodeBlockWrapper_codeBlock__iLIPj"><pre class="CodeBlockWrapper_fallback__4_0C2 CodeBlockWrapper_pre__JaUah"><code>GetComponent<BacktraceClient>().Breadcrumbs.Info("Player Base Upgraded", new Dictionary<string, string>() { {"base.name", "MtGox"}, {"base.level", "15"} });</code></pre></div></article><nav class="TopicNavigation_container__KUsWs"><ul class="TopicNavigation_inner__4MJUM"><li><a data-active="false" href="#基本配置" class="TopicNavigation_linkItem__YeoMA TopicNavigation_heading-1__E1CKA ">基本配置</a></li><li><a data-active="false" href="#为_WebGL_启用堆栈跟踪" class="TopicNavigation_linkItem__YeoMA TopicNavigation_heading-2__wdod_ ">为 WebGL 启用堆栈跟踪</a></li><li><a data-active="false" href="#Backtrace_客户端设置" class="TopicNavigation_linkItem__YeoMA TopicNavigation_heading-2__wdod_ ">Backtrace 客户端设置</a></li><li><a data-active="false" href="#Backtrace_数据库设置" class="TopicNavigation_linkItem__YeoMA TopicNavigation_heading-2__wdod_ ">Backtrace 数据库设置</a></li><li><a data-active="false" href="#高级客户端设置" class="TopicNavigation_linkItem__YeoMA TopicNavigation_heading-2__wdod_ ">高级客户端设置</a></li><li><a data-active="false" href="#无崩溃指标报告" class="TopicNavigation_linkItem__YeoMA TopicNavigation_heading-2__wdod_ ">无崩溃指标报告</a></li><li><a data-active="false" 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