diff --git a/docs/platforms/godot/configuration/imgs/symbolicated_issue.png b/docs/platforms/godot/configuration/imgs/symbolicated_issue.png
index 3910252652cfc..66e537c1d4cbc 100644
Binary files a/docs/platforms/godot/configuration/imgs/symbolicated_issue.png and b/docs/platforms/godot/configuration/imgs/symbolicated_issue.png differ
diff --git a/docs/platforms/godot/configuration/stack-traces.mdx b/docs/platforms/godot/configuration/stack-traces.mdx
index 737d0277f08a2..04a121fd03971 100644
--- a/docs/platforms/godot/configuration/stack-traces.mdx
+++ b/docs/platforms/godot/configuration/stack-traces.mdx
@@ -5,7 +5,7 @@ description: "Learn how to get traces with line numbers and file paths in Sentry
[The official Godot Engine builds only provide templates without debug information files](https://github.com/godotengine/godot-proposals/issues/1342). This guide covers how to create such templates and use them to export your project with full debug information available in Sentry.
-Debug information files allow Sentry to extract stack traces and provide additional information from crash reports. In order to get stack traces that contain function names, line numbers and file paths, Sentry needs to have these debug information files available when processing the crash dumps. For that, you need to export your Godot project using an export template that contains debug information.
+Debug information files allow Sentry to extract stack traces and provide additional information from crash reports. In order to get stack traces that contain function names, line numbers and file paths, Sentry needs to have these debug information files available when processing the crash dumps. For that, you need to export your Godot project using an export template that contains debug information.
## Prerequisites
@@ -60,23 +60,29 @@ git checkout 4.4-stable
To compile the Godot release export template with debug symbols, run the following command:
-```bash
-scons platform=windows target=template_release production=yes debug_symbols=yes separate_debug_symbols=yes
+```bash {tabTitle:Windows/Linux}
+scons target=template_release production=yes debug_symbols=yes separate_debug_symbols=yes
+```
+
+```bash {tabTitle:macOS}
+scons target=template_release arch=x86_64 production=yes debug_symbols=yes separate_debug_symbols=yes platform=macos
+scons target=template_release arch=arm64 generate_bundle=yes production=yes debug_symbols=yes separate_debug_symbols=yes platform=macos
```
-- `platform`: target platform (e.g., "windows", "linux", or "macos")
- `target`: compilation target (e.g., "editor" or "template_release")
-- `production`: sets build defaults for production use
-- `debug_symbols`: includes debugging symbols in the build
-- `separate_debug_symbols`: extracts symbols into a separate file
+- `arch`: architecture to compile for (e.g., "x86_64" or "arm64")
+- `production`: set build defaults for production use
+- `debug_symbols`: include debugging symbols in the build
+- `separate_debug_symbols`: extract symbols into a separate file
+- `generate_bundle`: generate an APP bundle `godot_macos.zip` after building macOS binaries
For more information, run: `scons --help`
-If all goes well, the export template files should appear as the result of the build process in the `bin/` directory inside the Godot source tree. When using MSVC on Windows, you will find `.exe` files alongside `.pdb` files, which contain debug information.
+If all goes well, the export template files should appear as the result of the build process in the `bin/` directory inside the Godot source tree. When using MSVC on Windows, you will find `.exe` files alongside `.pdb` files, which contain debug information. On macOS, you will find `godot_macos.zip` containing a universal binary supporting both x86_64 and ARM64 architectures and also two folders ending with `.dSYM` containing debug information bundles for each architecture.