From f98703e936cbd87f8e282ce05e0ab80953536c5e Mon Sep 17 00:00:00 2001 From: Serhii Snitsaruk Date: Wed, 15 Oct 2025 17:27:15 +0200 Subject: [PATCH 1/7] docs(Godot): Fix broken links after migration to SdkOption --- docs/platforms/godot/configuration/options.mdx | 8 ++++---- docs/platforms/godot/data-management/data-collected.mdx | 4 ++-- platform-includes/configuration/config-intro/godot.mdx | 4 ++-- platform-includes/getting-started-primer/godot.mdx | 6 +++--- platform-includes/set-release/godot.mdx | 2 +- 5 files changed, 12 insertions(+), 12 deletions(-) diff --git a/docs/platforms/godot/configuration/options.mdx b/docs/platforms/godot/configuration/options.mdx index 53e5ab49493a5..760b07876750f 100644 --- a/docs/platforms/godot/configuration/options.mdx +++ b/docs/platforms/godot/configuration/options.mdx @@ -42,7 +42,7 @@ Specifies the minimum level of messages to be printed if `debug` is turned on. -Release version of the application. This value must be unique across all projects in your organization. By default, the SDK reads from the `application/config/name` and `application/config/version` project settings to generate the release identifier in the format `"{app_name}@{app_version}"`. Alternatively, you can set `release` to a custom value [programmatically](#programmatic-configuration), optionally using the `{app_name}` and `{app_version}` placeholders. +Release version of the application. This value must be unique across all projects in your organization. By default, the SDK reads from the `application/config/name` and `application/config/version` project settings to generate the release identifier in the format `"{app_name}@{app_version}"`. Alternatively, you can set `release` to a custom value [programmatically](#programmatic_configuration), optionally using the `{app_name}` and `{app_version}` placeholders. Release names are strings, but some formats are detected by Sentry and might be rendered differently. Learn more about how to send release data so Sentry can tell you about regressions between releases and identify the potential source in [the releases documentation](/product/releases/) or the sandbox. @@ -58,7 +58,7 @@ Sets the distribution of the application. Distributions are used to disambiguate Sets the environment. Environments indicate where an error occurred, such as in a release export, headless server, QA build, or another deployment. A release can be associated with more than one environment to separate them in the UI (think `staging` vs `production` or similar). -The SDK automatically detects Godot-specific environments, such as `headless_server` and `export_release`, but you can also set it to your own value [programmatically](#programmatic-configuration). +The SDK automatically detects Godot-specific environments, such as `headless_server` and `export_release`, but you can also set it to your own value [programmatically](#programmatic_configuration). @@ -223,7 +223,7 @@ thread-safe APIs and only use Godot-specific APIs after you've checked that you' -If assigned, this callback runs before an event is sent to Sentry. You can only set it [programmatically](#programmatic-configuration). It takes `SentryEvent` as a parameter and returns either the same event object, with or without modifications, or `null` to skip reporting the event. This can be used, for instance, for stripping PII before sending. +If assigned, this callback runs before an event is sent to Sentry. You can only set it [programmatically](#programmatic_configuration). It takes `SentryEvent` as a parameter and returns either the same event object, with or without modifications, or `null` to skip reporting the event. This can be used, for instance, for stripping PII before sending. ```GDScript func _before_send(event: SentryEvent) -> SentryEvent: @@ -240,7 +240,7 @@ func _before_send(event: SentryEvent) -> SentryEvent: -If assigned, this callback runs before a screenshot is captured. You can only set it [programmatically](#programmatic-configuration). It takes `SentryEvent` as a parameter and returns `false` to skip capturing the screenshot, or `true` to capture the screenshot. +If assigned, this callback runs before a screenshot is captured. You can only set it [programmatically](#programmatic_configuration). It takes `SentryEvent` as a parameter and returns `false` to skip capturing the screenshot, or `true` to capture the screenshot. ```GDScript func _before_capture_screenshot(event: SentryEvent) -> bool: diff --git a/docs/platforms/godot/data-management/data-collected.mdx b/docs/platforms/godot/data-management/data-collected.mdx index f358c49cf723a..73b613c98fb77 100644 --- a/docs/platforms/godot/data-management/data-collected.mdx +++ b/docs/platforms/godot/data-management/data-collected.mdx @@ -10,7 +10,7 @@ The category types and amount of data collected vary, depending on the integrati ## User Information -By default, the Sentry SDK doesn't send any information about users, such as email address, user ID, or username. However, if the `send_default_pii` option is enabled, Sentry backend services will infer the user's IP address based on the incoming request. +By default, the Sentry SDK doesn't send any information about users, such as email address, user ID, or username. However, if the `send_default_pii` option is enabled, Sentry backend services will infer the user's IP address based on the incoming request. You can also set user information from code: @@ -33,7 +33,7 @@ The screenshot feature`attach_log` option in the Godot Project Settings. +By default, the Sentry SDK automatically attaches the Godot log file to events it sends. Since this log file contains all messages printed in your code and by the engine itself, it may inadvertently include sensitive information. To enhance privacy protection, you can disable the `attach_log` option in the Godot Project Settings. ## Thread Stack Information diff --git a/platform-includes/configuration/config-intro/godot.mdx b/platform-includes/configuration/config-intro/godot.mdx index 542d42243d06d..b98da30d887fd 100644 --- a/platform-includes/configuration/config-intro/godot.mdx +++ b/platform-includes/configuration/config-intro/godot.mdx @@ -5,7 +5,7 @@ or override them programmatically when initializing the SDK in code. ### Programmatic Configuration If **Auto Init** is enabled in **Project Settings**, the SDK initializes automatically when the game starts. -However, if you need finer control — for example, to define callbacks like — +However, if you need finer control — for example, to define callbacks like — you can disable **Auto Init** and manually initialize the SDK from code. The earliest point to configure and initialize the SDK is `MainLoop._initialize()`. @@ -46,6 +46,6 @@ func _before_send(event: SentryEvent) -> SentryEvent: -Prefer automatic initialization when possible — it runs before your code and helps ensure no startup events are missed. Use manual initialization only for cases that require runtime customization (custom handler, dynamic release values, programmatic sampling, etc.). +Prefer automatic initialization when possible — it runs before your code and helps ensure no startup events are missed. Use manual initialization only for cases that require runtime customization (custom handler, dynamic release values, programmatic sampling, etc.). diff --git a/platform-includes/getting-started-primer/godot.mdx b/platform-includes/getting-started-primer/godot.mdx index 12b9e47c9b344..e5332a7ce0192 100644 --- a/platform-includes/getting-started-primer/godot.mdx +++ b/platform-includes/getting-started-primer/godot.mdx @@ -8,14 +8,14 @@ Our SDK for Godot Engine builds on top of existing Sentry SDKs, extending them w - iOS using the [iOS SDK](/platforms/apple/guides/ios/) to support Objective-C, Swift, C and C++ - Android using the [Android SDK](/platforms/android/) to support Java, Kotlin, C and C++ - Automatically capture Godot runtime errors, such as script and shader errors -- GDScript stack traces with optional [local and member variable](/platforms/godot/configuration/options/#logger-include-variables) information +- GDScript stack traces with optional [local and member variable](/platforms/godot/configuration/options/#logger_include_variables) information - Include surrounding script source code with events when available at runtime - Automatic breadcrumbs for console output, such as `print()` statements - [Enrich events](/platforms/godot/enriching-events/) with tags, breadcrumbs, contexts, and attachments - Information about user configuration like GPU, CPU, platform and such - [Filter and customize events](/platforms/godot/data-management/sensitive-data/#scrubbing-data) in `before_send` callback (in GDScript) -- [Log-file attachments](/platforms/godot/configuration/options/#attach-log) for events +- [Log-file attachments](/platforms/godot/configuration/options/#attach_log) for events - [Scene tree data attachments](/platforms/godot/enriching-events/view-hierarchy/) for events - [Screenshot attachments](/platforms/godot/enriching-events/screenshots/) for events (experimental) - [Release Health](/platforms/godot/configuration/releases/) to keep track of crash-free users and sessions -- [Event throttling](/platforms/godot/configuration/options/#logger-limits) to handle spammy errors +- [Event throttling](/platforms/godot/configuration/options/#logger_limits) to handle spammy errors diff --git a/platform-includes/set-release/godot.mdx b/platform-includes/set-release/godot.mdx index 489bc8d358401..e22b135871181 100644 --- a/platform-includes/set-release/godot.mdx +++ b/platform-includes/set-release/godot.mdx @@ -8,5 +8,5 @@ By default, the SDK builds the release identifier from `application/config/name` and `application/config/version` project settings, using the format: `"{app_name}@{app_version}"`. You can also use the `{app_name}` and `{app_version}` placeholders when setting the release -either [programmatically](/platforms/godot/configuration/options/#programmatic-configuration) +either [programmatically](/platforms/godot/configuration/options/#programmatic_configuration) or in the **Project Settings**. From 163132f339503a5d719062c8c33b8079bd394663 Mon Sep 17 00:00:00 2001 From: Shannon Anahata Date: Wed, 15 Oct 2025 12:38:35 -0700 Subject: [PATCH 2/7] Apply suggestion from @sfanahata --- docs/platforms/godot/configuration/options.mdx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/platforms/godot/configuration/options.mdx b/docs/platforms/godot/configuration/options.mdx index 760b07876750f..a8790a92b3759 100644 --- a/docs/platforms/godot/configuration/options.mdx +++ b/docs/platforms/godot/configuration/options.mdx @@ -42,7 +42,7 @@ Specifies the minimum level of messages to be printed if `debug` is turned on. -Release version of the application. This value must be unique across all projects in your organization. By default, the SDK reads from the `application/config/name` and `application/config/version` project settings to generate the release identifier in the format `"{app_name}@{app_version}"`. Alternatively, you can set `release` to a custom value [programmatically](#programmatic_configuration), optionally using the `{app_name}` and `{app_version}` placeholders. +Release version of the application. This value must be unique across all projects in your organization. By default, the SDK reads from the `application/config/name` and `application/config/version` project settings to generate the release identifier in the format `"{app_name}@{app_version}"`. Alternatively, you can set `release` to a custom value [programmatically](##programmatic-configuration), optionally using the `{app_name}` and `{app_version}` placeholders. Release names are strings, but some formats are detected by Sentry and might be rendered differently. Learn more about how to send release data so Sentry can tell you about regressions between releases and identify the potential source in [the releases documentation](/product/releases/) or the sandbox. From 0c40b567db7c8dd9f2de102ca54ab604299d2122 Mon Sep 17 00:00:00 2001 From: Shannon Anahata Date: Wed, 15 Oct 2025 12:38:45 -0700 Subject: [PATCH 3/7] Apply suggestion from @sfanahata --- docs/platforms/godot/configuration/options.mdx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/platforms/godot/configuration/options.mdx b/docs/platforms/godot/configuration/options.mdx index a8790a92b3759..3fa0b38188ca4 100644 --- a/docs/platforms/godot/configuration/options.mdx +++ b/docs/platforms/godot/configuration/options.mdx @@ -58,7 +58,7 @@ Sets the distribution of the application. Distributions are used to disambiguate Sets the environment. Environments indicate where an error occurred, such as in a release export, headless server, QA build, or another deployment. A release can be associated with more than one environment to separate them in the UI (think `staging` vs `production` or similar). -The SDK automatically detects Godot-specific environments, such as `headless_server` and `export_release`, but you can also set it to your own value [programmatically](#programmatic_configuration). +The SDK automatically detects Godot-specific environments, such as `headless_server` and `export_release`, but you can also set it to your own value [programmatically](#programmatic-configuration). From 425e57a7d1d6ff99ecc758ebef6fb7909d12b31e Mon Sep 17 00:00:00 2001 From: Shannon Anahata Date: Wed, 15 Oct 2025 12:38:51 -0700 Subject: [PATCH 4/7] Apply suggestion from @sfanahata --- docs/platforms/godot/configuration/options.mdx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/platforms/godot/configuration/options.mdx b/docs/platforms/godot/configuration/options.mdx index 3fa0b38188ca4..92f2ebecc9471 100644 --- a/docs/platforms/godot/configuration/options.mdx +++ b/docs/platforms/godot/configuration/options.mdx @@ -240,7 +240,7 @@ func _before_send(event: SentryEvent) -> SentryEvent: -If assigned, this callback runs before a screenshot is captured. You can only set it [programmatically](#programmatic_configuration). It takes `SentryEvent` as a parameter and returns `false` to skip capturing the screenshot, or `true` to capture the screenshot. +If assigned, this callback runs before a screenshot is captured. You can only set it [programmatically](#programmatic-configuration). It takes `SentryEvent` as a parameter and returns `false` to skip capturing the screenshot, or `true` to capture the screenshot. ```GDScript func _before_capture_screenshot(event: SentryEvent) -> bool: From 6911b1c9595c01a5a2379c1d7aa5784cb9b5268e Mon Sep 17 00:00:00 2001 From: Shannon Anahata Date: Wed, 15 Oct 2025 13:10:35 -0700 Subject: [PATCH 5/7] Apply suggestion from @sfanahata --- docs/platforms/godot/configuration/options.mdx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/platforms/godot/configuration/options.mdx b/docs/platforms/godot/configuration/options.mdx index 92f2ebecc9471..6657ab5dd8973 100644 --- a/docs/platforms/godot/configuration/options.mdx +++ b/docs/platforms/godot/configuration/options.mdx @@ -223,7 +223,7 @@ thread-safe APIs and only use Godot-specific APIs after you've checked that you' -If assigned, this callback runs before an event is sent to Sentry. You can only set it [programmatically](#programmatic_configuration). It takes `SentryEvent` as a parameter and returns either the same event object, with or without modifications, or `null` to skip reporting the event. This can be used, for instance, for stripping PII before sending. +If assigned, this callback runs before an event is sent to Sentry. You can only set it [programmatically](#programmatic-configuration). It takes `SentryEvent` as a parameter and returns either the same event object, with or without modifications, or `null` to skip reporting the event. This can be used, for instance, for stripping PII before sending. ```GDScript func _before_send(event: SentryEvent) -> SentryEvent: From 849654a4e9efc9b147765d8b0387e78c9522075f Mon Sep 17 00:00:00 2001 From: Shannon Anahata Date: Wed, 15 Oct 2025 13:11:01 -0700 Subject: [PATCH 6/7] Apply suggestion from @sfanahata --- docs/platforms/godot/configuration/options.mdx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/platforms/godot/configuration/options.mdx b/docs/platforms/godot/configuration/options.mdx index 6657ab5dd8973..53e5ab49493a5 100644 --- a/docs/platforms/godot/configuration/options.mdx +++ b/docs/platforms/godot/configuration/options.mdx @@ -42,7 +42,7 @@ Specifies the minimum level of messages to be printed if `debug` is turned on. -Release version of the application. This value must be unique across all projects in your organization. By default, the SDK reads from the `application/config/name` and `application/config/version` project settings to generate the release identifier in the format `"{app_name}@{app_version}"`. Alternatively, you can set `release` to a custom value [programmatically](##programmatic-configuration), optionally using the `{app_name}` and `{app_version}` placeholders. +Release version of the application. This value must be unique across all projects in your organization. By default, the SDK reads from the `application/config/name` and `application/config/version` project settings to generate the release identifier in the format `"{app_name}@{app_version}"`. Alternatively, you can set `release` to a custom value [programmatically](#programmatic-configuration), optionally using the `{app_name}` and `{app_version}` placeholders. Release names are strings, but some formats are detected by Sentry and might be rendered differently. Learn more about how to send release data so Sentry can tell you about regressions between releases and identify the potential source in [the releases documentation](/product/releases/) or the sandbox. From 7e6931e31471d25a81cd4d63b52fbbed3c6ebf4b Mon Sep 17 00:00:00 2001 From: Serhii Snitsaruk Date: Wed, 15 Oct 2025 22:16:09 +0200 Subject: [PATCH 7/7] Apply suggestion from @limbonaut --- platform-includes/set-release/godot.mdx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/platform-includes/set-release/godot.mdx b/platform-includes/set-release/godot.mdx index e22b135871181..489bc8d358401 100644 --- a/platform-includes/set-release/godot.mdx +++ b/platform-includes/set-release/godot.mdx @@ -8,5 +8,5 @@ By default, the SDK builds the release identifier from `application/config/name` and `application/config/version` project settings, using the format: `"{app_name}@{app_version}"`. You can also use the `{app_name}` and `{app_version}` placeholders when setting the release -either [programmatically](/platforms/godot/configuration/options/#programmatic_configuration) +either [programmatically](/platforms/godot/configuration/options/#programmatic-configuration) or in the **Project Settings**.