Quickstart
Sign up to create your studio, add a game to mint a per-game SDK token (tmb_…), then initialize the SDK once. Managed exceptions and session heartbeats are captured automatically.
Core concepts
Four primitives power everything in Tombstack:
Install & init
Add the UPM package com.anklebreaker.tombstack in Unity 6 (6000.0)+ — download the .tgz from the download page and use Window ▸ Package Manager ▸ + ▸ Add package from tarball…:
Prefer git? Add package from git URL… works for everyone — the package lives in a public repository: https://github.com/AnkleBreaker-Studio/tombstack-unity.git#v0.9.0. Zero-code init: create a Tombstack ▸ Config asset under a Resources/ folder named TombstackConfig — it auto-initializes on load.
What's automatic
After Tombstack.Init (or zero-code auto-init), the SDK is fully autonomous — no try/catch wiring, no log-shipping code:
Logs surface in the dashboard as Player log download links on the signature detail and bug detail pages, and GDPR erasure deletes them with the player's other artifacts. All three systems are config toggles (default ON) and consent-gated: with Require Consent, nothing is captured until Tombstack.SetConsent(true).
Capturing crashes
Managed C# exceptions and session heartbeats upload automatically; failed uploads persist and retry on next launch. Capture handled exceptions explicitly to keep context.
Player bug reports
Let players file bug reports from inside the game — optionally with a screenshot. They land in the dashboard alongside crashes.
Authentication
All endpoints authenticate with a token sent as Authorization: Bearer … (or x-api-key). Two kinds exist:
The public read and triage APIs require a studio key (tmb_st_…) or a per-game token that was granted the read/write scope. A default ingest-only SDK token is rejected with 403; a missing or unknown token gets 401.
/api/v1/studio/gamesStudio key only — list the studio's games (for fan-out)Every response uses the envelope { "success": true, "data": … } / { "success": false, "error": "…" }. Common error codes: 400 validation, 401 bad/revoked token, 404 not found, 429 rate limited (with Retry-After).
Rate limits (fixed 1-minute window): 120 requests/min per IP — the abuse guard for a crash-looping client — and a deliberately high 20,000 requests/min per game key backstop, so a real crash spike across your whole player base is never throttled.
A separate editor API (/api/editor/*) powers the Unity plugin's in-editor hub — it is plugin-internal, documented in the repo's docs/API.md.
Ingest API
Game clients are treated as hostile input: every field is validated, clamped and rate-limited. os ∈ {windows,macos,linux,other}, arch ∈ {x64,arm64,x86,other}, timestamps within the 90-day window.
/api/v1/ingest/crashes201 { crashId, logUpload? }/api/v1/ingest/heartbeats202 { accepted }/api/v1/ingest/bug-reports201 { bugId, logUpload? }/api/v1/ingest/events202 { eventId }/api/v1/ingest/metrics202 { metricId } — single numeric metric/api/v1/ingest/events:batch202 { accepted, dropped, skewMs }/api/v1/ingest/metrics:batch202 { accepted, dropped, skewMs }High-frequency telemetry batches via { sentAtIso, items: [...] } (1–200 items, ≤512 KB). Each item is validated independently — a bad item is dropped and the rest stored — and carries its own occurredAtIso; the envelope's sentAtIso only computes clock skew. A batch is charged its item count against the rate window, so batching can't amplify ingest past the per-IP/per-key limit.
Binary artifacts upload out-of-band via presigned S3 PUTs (15-min TTL) requested with boolean flags: crashes accept "minidump": true (response carries data.minidumpUpload) and bug reports accept "screenshot": true (data.screenshotUpload). Both accept "log": true to request a player-log slot (data.logUpload, text/plain). Read APIs return a short-lived logUrl wherever a log exists.
Read API
Pull aggregated and recent data back out — for dashboards, automations or your own tooling.
/api/v1/read/crashes/summary?days=30Aggregated/api/v1/read/crashes?days=7Recent rows/api/v1/read/signatures?days=30All signatures + triage status/api/v1/read/signatures/{signature}Drill-down + trend + logUrl/api/v1/read/bug-reports?days=30Recent reports/api/v1/read/bug-reports/{bugId}?at=…One report + screenshot/logUrl/api/v1/read/events?days=7Recent events/logs/api/v1/read/players/{userId}/crashesOne player's crashes/api/v1/read/usageCCU peak, plan, est. USD/api/v1/read/matches?days=7Derived matches — span, players, server, crash count/api/v1/read/matches/{matchId}One match's full telemetry timeline/api/v1/read/metrics?name=fps&days=7Series + percentiles (groupBy serverId|matchId|buildVersion|os)/api/v1/read/retention?days=30DAU/WAU/MAU + D1/D7/D30 cohort/api/v1/read/servers?days=7Fleet list — live CCU, crash-free, last seen/api/v1/read/servers/{serverId}Server detail — metadata, health, recent crashes/api/v1/read/servers/{serverId}/connected?days=1Players connected to the server in the window/api/v1/read/pull-requestsLog-pull status + audit trailFleet & log-pull writes (write scope, except fulfill which is ingest): enrich a server's metadata, raise a player-log pull, and let a targeted client honour it (uploading only its own log). The server registry row is created lazily by role=server telemetry, so POST /servers only enriches an existing server (unknown serverId → 404).
/api/v1/serversBody { serverId, region?, capacity?, hostname?, build?, status? }/api/v1/pull-requestsBody { targetType, targetValue, reason, ttlSeconds? } → 201 { requestId }/api/v1/pull-requests/{requestId}/fulfillBody { userId?, sessionId?, matchId?, serverId? } → 201 { logUpload }Triage writes back over the same token auth — set { "status": "open" | "resolved" | "ignored" } on a signature or a single bug report:
/api/v1/signatures/{signature}/statusBody { status, note? }/api/v1/bug-reports/{bugId}/status?at=…Body { status }Symbols API
Upload debug symbols (PDB / dSYM / .sym) per build from CI so native crashes can be symbolicated — the tombstack-symbols CLI wraps these calls. Registration is idempotent on (game, build, debugId, module) and returns a presigned S3 PUT for the file itself.
/api/v1/symbols201 { upload: { url, key } } — presigned PUT/api/v1/symbols?buildVersion=2.4.1List registered symbolsMCP setup
Point Claude or Cursor at the Tombstack MCP server (@anklebreaker/tombstack-mcp) to triage crashes with an AI — it wraps the read API as MCP tools.
SDKs & repositories
Everything you install ships from public repositories or straight from this site:
Unity SDK — AnkleBreaker-Studio/tombstack-unity (public). Install via UPM git URL https://github.com/AnkleBreaker-Studio/tombstack-unity.git#v0.9.0 or grab the tarball from the download page.
Native C/C++ SDK — AnkleBreaker-Studio/tombstack-native (public, v0.1.0, in development). C99 DLL ABI for any engine, with offline crash sidecars the CLI uploader drains; minidump capture is coming (Phase 2).
CLI — tombstack-doctor, tombstack-upload and tombstack-symbols, zero-dependency Node 18+ — download the zip.