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4 changes: 2 additions & 2 deletions docs/platforms/godot/data-management/data-collected.mdx
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Expand Up @@ -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 <PlatformLink to="/configuration/options/#send-default-pii">`send_default_pii` option</PlatformLink> 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 <PlatformLink to="/configuration/options/#send_default_pii">`send_default_pii` option</PlatformLink> 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:

Expand All @@ -33,7 +33,7 @@ The <PlatformLink to="/enriching-events/screenshots">screenshot feature</Platfor

## Godot Log File

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 <PlatformLink to="/configuration/options/#attach-log">`attach_log` option</PlatformLink> 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 <PlatformLink to="/configuration/options/#attach_log">`attach_log` option</PlatformLink> in the Godot Project Settings.

## Thread Stack Information

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4 changes: 2 additions & 2 deletions platform-includes/configuration/config-intro/godot.mdx
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Expand Up @@ -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 <PlatformLink to="/configuration/options/#before-send"><PlatformIdentifier name="before-send" /></PlatformLink> —
However, if you need finer control — for example, to define callbacks like <PlatformLink to="/configuration/options/#before_send"><PlatformIdentifier name="before-send" /></PlatformLink> —
you can disable **Auto Init** and manually initialize the SDK from code.

The earliest point to configure and initialize the SDK is `MainLoop._initialize()`.
Expand Down Expand Up @@ -46,6 +46,6 @@ func _before_send(event: SentryEvent) -> SentryEvent:

<Alert>

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 <PlatformLink to="/configuration/options/#before-send"><PlatformIdentifier name="before-send" /></PlatformLink> 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 <PlatformLink to="/configuration/options/#before_send"><PlatformIdentifier name="before-send" /></PlatformLink> handler, dynamic release values, programmatic sampling, etc.).

</Alert>
6 changes: 3 additions & 3 deletions platform-includes/getting-started-primer/godot.mdx
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Expand Up @@ -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
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