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Bug Capsule

In-game bug reports: F8, draw on the screenshot, press Send. Log, inputs, system and build arrive in a folder, Discord, your webhook or a GitHub issue.

Coming soon Version 1.0.0 is submitted to the Unity Asset Store and in review; the store link goes here when it is live. Launch price 29.99 USD, 50 percent off for the first 2 weeks after release.

What it does

Players and testers find bugs and then describe them in a chat line from memory, with no log, no build number and a phone photo of the monitor. Bug Capsule puts the report inside the game: they press F8 (or tap with three fingers), the game freezes politely, and a panel shows the moment the key was pressed.

They draw on the screenshot with rectangles, arrows, a pen and numbered pins that add matching lines to the description, write a title, pick a severity and press Send. The panel closes at once and the game keeps running while a small window in the corner shows the upload.

Each report carries the screenshot, the recent log with stack traces (kept from the start of the game, so the messages before the key press are there), the Input System controls of the last 60 seconds, a system snapshot, the scene and play time, your own fields and attachments such as a save file, and the build stamp (version, git hash, build time) when the build has one. The player sees what is included and can untick any part; nothing leaves the device before Send.

Reports go to any mix of: a folder on the device, a Discord channel (message, screenshot shown inline, zip), your own web endpoint (multipart POST, ready for a relay to Jira, Trello or anything else) and a GitHub issue that links the Discord message. Every report has a short id that appears in all of them.

Discord posts are kept safe and within limits: player text is cleaned so no report can ping your server, long text is cropped with a note, and packages stay under Discord's 10 MB with the screenshot downscaled to JPEG only when needed. A package size limit trims the input trace, then the log, then attachments, and says what was trimmed.

Secrets are handled with care. Public mode, the default for released builds, never uses tokens. Tester mode adds GitHub for closed playtests. A build guard stops any build that would ship a GitHub token in Public mode, and warns about a Tester-mode token in a release build.

The panel is built from code: any scene, any render pipeline, no TextMeshPro. Cursor lock, cursor visibility, time scale and the EventSystem are put back exactly as they were. Each sink has a Test button in the settings inspector, and the inspector flags entries that look wrong.

Key features

Screenshots

Technical details

Runtime component and editor tools in their own assembly definitions. Unity 6.3 LTS (6000.3) and newer. UI built from code with Unity UI (uGUI); no TextMeshPro. The report panel needs a landscape screen, 16:9 or wider; portrait is not supported in 1.0.0. Input System 1.0 or newer optional (needed for the input trace); the old Input Manager also works. Network sinks use UnityWebRequest. WebGL: Discord, GitHub and webhook sinks work from the browser; your own webhook endpoint must allow cross-origin requests (CORS). No other dependencies. Any render pipeline. Source included.

Built-in RPURPHDRPMinimum UnityPrice
yesyesyes6000.329.99 USD

Release notes

1.0.0 2026-10

Documentation and support

Guides

Other packages from Digital Software

Page generated 2026-10-29 from the package's store copy and changelog (version 1.0.0).