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If `true`, the SDK will capture logged errors as eventsand/or breadcrumbs, as defined by `logger_event_mask` and `logger_breadcrumb_mask` options. Crashes are always captured.
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If `true`, the SDK will capture logged errors as events, logs and/or breadcrumbs, as defined by `logger_event_mask` and `logger_breadcrumb_mask` options. Crashes are always captured. See also `enable_logs` option.
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This option is turned on by default.
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@@ -255,7 +268,7 @@ These options can be used to hook the SDK in various ways to customize the repor
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The callbacks you set as hooks will be called on the thread where the event happened. So you can only use
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thread-safe APIs and only use Godot-specific APIs after you've checked that you're on the main thread.
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<SdkOptionname="before_send"type="function">
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<SdkOptionname="before_send"type="Callable">
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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 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.
Copy file name to clipboardExpand all lines: platform-includes/getting-started-primer/godot.mdx
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@@ -10,7 +10,7 @@ Our SDK for Godot Engine builds on top of existing Sentry SDKs, extending them w
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- Automatically capture Godot runtime errors, such as script and shader errors
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- GDScript stack traces with optional [local and member variable](/platforms/godot/configuration/options/#logger_include_variables) information
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- Include surrounding script source code with events when available at runtime
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-Automatic breadcrumbs for console output, such as `print()` statements
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-[Structured Logs](/platforms/godot/logs/) that automatically capture console output like `print()` statements and connect to your traces with searchable attributes
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-[Enrich events](/platforms/godot/enriching-events/) with tags, breadcrumbs, contexts, and attachments
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- Information about user configuration like GPU, CPU, platform and such
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-[Filter and customize events](/platforms/godot/data-management/sensitive-data/#scrubbing-data) in `before_send` callback (in GDScript)
Copy file name to clipboardExpand all lines: platform-includes/logs/setup/godot.mdx
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@@ -2,15 +2,14 @@ To enable logging in your Godot project, you need to configure the Sentry SDK wi
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### Project Settings Configuration
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1. Open **Project Settings** in Godot, and navigate to **Sentry > Experimental**.
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2. Turn on the **Enable Logs** option.
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Structured logs are enabled by default. If you want to modify this setting, navigate to **Project Settings** in Godot, then go to **Sentry > Options** and adjust the **Enable Logs** option as needed.
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### Programmatic Configuration
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Alternatively, you can enable logs programmatically when initializing the SDK:
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Structured logs are enabled by default. If needed, you can disable logs programmatically when initializing the SDK:
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