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Godot first class support #1

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bruno-garcia opened this issue Feb 16, 2024 · 4 comments
Open

Godot first class support #1

bruno-garcia opened this issue Feb 16, 2024 · 4 comments

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@bruno-garcia
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Some changes possibly landing on Godot would help a first class SDK:

Also worth sharing some comments in tickets from ppl trying to get the Sentry SDK for .NET into Godot, so a first class support here as we have for Unity would be awesome:

@farfalk
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farfalk commented Apr 9, 2024

Hey there! Small update: godotengine/godot#87576 is getting to the final round of checks before merge.

If there's anything (small) you'd like to get inside of it, that would make implementation on your side easier, this is probably the last chance! 😄

If there's something bigger, of course your comments would be appreciated all the same: simply, instead of being considered for this PR, they could spawn other related PRs that will be considered in the future.

@bruno-garcia
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Thanks for the heads up!

@bitsandfoxes maybe something you have bandwidth to collaborate with folks?

@bruno-garcia
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@farfalk

If the error is caused by a C# exception, and you're setting a callback in C#, then this doesn't provide access to the actual C# exception object. It could! I don't personally need this functionality but it's a pretty obvious thing to add later if there's demand.

Sentry to be able to integrate properly would need the instance of the exception. So we can, for example, get the right metadata in order to server-side, find debug symbols and look up line numbers and paths. For example.

@bruno-garcia
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In 2022 I asked about hooks to the logging functions but no luck: https://forum.godotengine.org/t/how-can-i-listen-to-call-made-to-gd-pusherror-gd-pushwarning-gd-print/8024

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