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If a tracing sampling rate is defined and higher than 0 (aka: Performance is enabled) we want to start transactions as a result to a scene being loaded.
docs.unity3d.com/ScriptReference/SceneManagement.SceneManager-sceneLoaded.html
If we can finish the transaction when scene finished loaded
, we can use the waitForChildren
option which exists in the iOS/Android/Flutter SDK and isn't documented yet on develop docs.
- Create transaction when scene starts to load
- Finish transaction on scene completes loading
- When all child spans finish, capture the transaction (timestamp is adjusted here)
- Document
waitForChildren
bahavior in the develop docs, and link to some example implementation
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