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docs(Godot): Add migration guide (#15019)
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---
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title: Migration Guide
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description: "Learn more about migrating to the current version."
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sidebar_order: 8000
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---
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## Migrating to 1.0.0
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### Breaking changes
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The minimum supported Godot Engine version has been updated to `4.5-stable`. This requirement will remain fixed for the `1.x` release series. The log file is no longer required for script error detection.
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We redesigned breadcrumbs API for a cleaner interface. See [Changes to breadcrumbs API](#changes-to-breadcrumbs-api) below.
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Configuration script support and `SentryConfiguration` class are removed. Instead, please use manual initialization with a configuration callback, if you need to set up SDK from code. See [Changes to programmatic configuration](#changes-to-programmatic-configuration) below.
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The `attach_screenshot` and `screenshot_level` options have moved to the experimental section while we're still improving things. If you previously had it enabled, you will need to re-enable it in its new location. Testing is recommended if you want to use this in production.
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`enabled` and `disabled_in_editor_play` project settings were renamed to `auto_init` and `skip_auto_init_on_editor_play` for clarity.
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### Changes to breadcrumbs API
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Previously, `add_breadcrumb()` method accepted 5 parameters (3 of which were strings), making it confusing to use. The new approach uses a dedicated `SentryBreadcrumb` class:
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```gdscript
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var crumb := SentryBreadcrumb.create("Something happened")
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crumb.type = "info"
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crumb.set_data({"some": "data"})
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SentrySDK.add_breadcrumb(crumb)
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```
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For simple breadcrumbs, you can use a one-liner:
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```gdscript
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SentrySDK.add_breadcrumb(SentryBreadcrumb.create("Something happened"))
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```
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### Changes to programmatic configuration
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Configuration scripts and the `SentryConfiguration` class have been removed. To configure the SDK programmatically, you must initialize it manually. The earliest point for initialization is within the `MainLoop._initialize()` method. Here's how you can do it:
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1. Disable **Auto Init** in Godot's **Project Settings** window under **Sentry** category.
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2. Create a main loop script with a `class_name` attribute, and init Sentry inside `_initialize()` method.
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```gdscript
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class_name MyMainLoop
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extends SceneTree
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func _initialize() -> void:
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# Sentry initialization
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SentrySDK.init(func(options: SentryOptions) -> void:
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options.release = "[email protected]"
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options.before_send = _before_send
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)
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# Post-init configuration
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SentrySDK.add_attachment(...)
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# ...
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func _before_send(ev: SentryEvent) -> SentryEvent:
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# Return the event (with or without modifications) or null to skip reporting.
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return ev
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```
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3. Assign your main loop type in Godot's **Project Settings** under **Application > Run > Main Loop Type** ("MyMainLoop" in the example code).

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