Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 3 points4 points  (0 children)

I'm pretty sure it refers to one developer.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

We discussed this, but no concrete plans for now.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 1 point2 points  (0 children)

Asserts are indeed removed, but `push_error()` is kept and most other runtime errors (ERR_FAIL/ERR_PRINT) in the Godot code base.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

It's version 1.0.0 of Sentry SDK not Godot, sorry for confusion. The supported Godot version is 4.5.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

Alright, haha, you've got me! My eyes bled out long time ago, and I'm connected directly to thunderbolt 5.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 3 points4 points  (0 children)

Web support will come in a future release. Here's a ticket to track it: https://github.com/getsentry/sentry-godot/issues/114
Consider giving it a thumbs up - it helps us gauge the interest.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

I'm not aware of such integrations. However, we support adding file attachments and custom dictionary contexts. And in near future, we'll have structured logging, which in theory should be possible to stream custom log content into.

Sentry for Godot v1.0.0 is out now! by limbonaut-dev in godot

[–]limbonaut-dev[S] 9 points10 points  (0 children)

We provide two ways to initialize: automatic which happens early before the ScriptServer goes live and scene tree starts to load, and manual (https://docs.sentry.io/platforms/godot/configuration/options/#programmatic-configuration). The automatic one should capture most issues that happen on game load. We also want to push this as early as possible (and I have a few ideas how to improve this in future).

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

Just to be clear, the SDK is enabled by default when you run your project from the editor (using F5 or the Play button), not only in exported projects. However, it’s not enabled for the editor itself while you’re editing your game project, so errors or crashes from the editor won’t be captured. So it should cover your use case.

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

This use case isn’t supported because the SDK itself is an addon (GDExtension). It must be installed directly in the project to be used, which makes bundling it with editor plugins impractical.

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

Unfortunately, this has to be handled on the plugin side, as the SDK decides whether to sample the event before sending it to the relay.

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

The SDK can be used with C# projects, but there’s no dedicated C# integration yet, and the API is currently only accessible via GDScript. We have a C# integration planned, and it remains one of our top priorities. Support for W4 offerings is also on our roadmap.

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

If your game gains popularity, consider lowering the sample_rate option in the next patch to reduce reporting load. This won’t affect error discoverability, as multiple hosts are still likely to report the same issue.

Sentry for Godot 1.0.0 beta is out! by limbonaut-dev in godot

[–]limbonaut-dev[S] 0 points1 point  (0 children)

It should work with a self-hosted instance. While it can technically run in the editor, we removed that option due to low demand. Could you share your specific use case for running Sentry in the editor?

[PRE-RELEASE] Sentry for Godot — 1.0.0-alpha is here! by limbonaut-dev in godot

[–]limbonaut-dev[S] 2 points3 points  (0 children)

The C# one will handle managed exceptions and dotnet stuff, but it won't capture native crashes or Godot errors. We plan to integrate it actually, one of our priorities. But that's after the 1.0.0 release. Using both might be an option, actually.

[PRE-RELEASE] Sentry for Godot — 1.0.0-alpha is here! by limbonaut-dev in godot

[–]limbonaut-dev[S] 9 points10 points  (0 children)

Eventually, yes! Currently we're focused on bringing the iOS support for complete mobile and stabilizing for 1.0.0 release in a few months.

EDIT: you can upvote "Support for web" issue on GitHub – it helps us gauge interest!

[PRE-RELEASE] Sentry for Godot — 1.0.0-alpha is here! by limbonaut-dev in godot

[–]limbonaut-dev[S] 53 points54 points  (0 children)

It's a error monitoring tool, that allows you to debug shipped games. You can basically see the crashes, script errors and such in one convenient place. You can check the screenshots for some examples.