What is WTB, and how it works?

WhatTheBug is a solution mostly for testers and developers of mobile game projects based on Unity. The main objective of WTB is to empower testers and developers by allowing them to easily gather data from testing sessions and partially automate tedious functional, UI or localization tests.

What can I achieve by implementing WTB into my project?

Gathering diagnostic data during testing using WTB is truly trivial, even for non-tech people! Testers can just play the game, and all data will be collected automatically so that it can be later used by dev team to improve the game's performance and debug encountered issues more easily.

Are my projects safe? Do you send my projects anywhere ?

WhatTheBug is designed around self-hosted, on premise solution, meaning that all operations and data are executed and stored on your machines. All the projects, builds, devices information, screenshots, videos and device logs are stored localy on the server. No sensitive information leaves your network at any time.

This also means that we do not store any backups for you, so you need to take care of that yourself.

The server machine needs to be connected to the Internet. We also gather some analytics data from the web panel to help us improve our solution for you.

How many games can WTB support?

WhatTheBug does not impose any limit on the amount of games in the system - so the answer is: as many as you can fit on your hard drive.

What are the requirements to use WTB?

All you need to use WhatTheBug is:

  • Windows 10 machine, that will be hosting the server application. It needs to be connected to the Internet.
  • Windows 10 / HighSierra + OSX machines, that will be connected to the server and acting as a nodes of the system to which you will connect your mobile devices via USB.
  • The server hosting machine can also be a system's node, meaning you can establish the whole system even on one Windows 10 PC.
  • Mobile devices, with USB debugging enabled, connected via USB cables to system's nodes.
  • All of those devices need to be within the same LAN. Mobile devices need to be connected via WiFi to the same network as the server and nodes.
Why do you need a server?

We decided to use a Server-Nodes architecture so that the solution is more flexible and adjustable for your project specific needs.

You can plug in all your devices to one server host machine if you like, or you can spread the system over all computers on testers' desks and connect just a device or two to each node.

The decision is all yours to make.

Do we need our own devices?

Currently you need to use your own devices.

Once we release Stage 2 you will be able to lease real devices from us.

In the SaaS version all devices used will be located within our device farm.

How will different resolutions affect my tests?

WhatTheBug is completely unaffected by changes in resolutions on devices in both Stage 1 and Stage 2 features. We had worried about that enough so that you don't have to now 🙂

How advanced in development process are you right now?

WhatTheBug Stage 1 is already done and available for sale!

Right now we are supporting Stage 1 version and incorporating customers ideas and requests into the system.

Simultaneously Stage 2 features are in the experimental phase and still under development.

What's the final solution idea?

WhatTheBug Team strives to automate what has never been automated before.

Ideally in the near future WhatTheBug is intended to be the ultimate tool for automating testing processes. A one solution to eliminate all tediousness, repetitiveness and frustration from QA once and for good.

Imagine no more repeating smoke tests just to make sure the game didn't regress since the last build. Imagine no need to yet again beat every level since the beginning just to find this one FPS drop.

We hate to see people rolling eyes upon hearing there's a new version and all tests need to be run again. We hate to see people frustrated doing the same sequences of actions over and over again for yet another week.

We want all people involved in the creation of the game to focus on what matters most - the sheer joy from playing the game.