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docs(Godot): Fix broken links after migration to SdkOption (#15232)
<!-- Use this checklist to make sure your PR is ready for merge. You may delete any sections you don't need. --> ## DESCRIBE YOUR PR After we migrated to using SdkOption instead of ConfigKey, links to specific options broke in the Godot SDK. This PR fixes the links that I found broken. ## IS YOUR CHANGE URGENT? Help us prioritize incoming PRs by letting us know when the change needs to go live. - [ ] Urgent deadline (GA date, etc.): <!-- ENTER DATE HERE --> - [ ] Other deadline: <!-- ENTER DATE HERE --> - [x] None: Not urgent, can wait up to 1 week+ ## SLA - Teamwork makes the dream work, so please add a reviewer to your PRs. - Please give the docs team up to 1 week to review your PR unless you've added an urgent due date to it. Thanks in advance for your help! ## PRE-MERGE CHECKLIST *Make sure you've checked the following before merging your changes:* - [ ] Checked Vercel preview for correctness, including links - [ ] PR was reviewed and approved by any necessary SMEs (subject matter experts) - [ ] PR was reviewed and approved by a member of the [Sentry docs team](https://github.com/orgs/getsentry/teams/docs) ## LEGAL BOILERPLATE <!-- Sentry employees and contractors can delete or ignore this section. --> Look, I get it. The entity doing business as "Sentry" was incorporated in the State of Delaware in 2015 as Functional Software, Inc. and is gonna need some rights from me in order to utilize my contributions in this here PR. So here's the deal: I retain all rights, title and interest in and to my contributions, and by keeping this boilerplate intact I confirm that Sentry can use, modify, copy, and redistribute my contributions, under Sentry's choice of terms. ## EXTRA RESOURCES - [Sentry Docs contributor guide](https://docs.sentry.io/contributing/) --------- Co-authored-by: Shannon Anahata <[email protected]>
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docs/platforms/godot/data-management/data-collected.mdx

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## User Information
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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.
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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.
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You can also set user information from code:
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## Godot Log File
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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.
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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.
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## Thread Stack Information
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platform-includes/configuration/config-intro/godot.mdx

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### Programmatic Configuration
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If **Auto Init** is enabled in **Project Settings**, the SDK initializes automatically when the game starts.
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However, if you need finer control — for example, to define callbacks like <PlatformLink to="/configuration/options/#before-send"><PlatformIdentifier name="before-send" /></PlatformLink> —
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However, if you need finer control — for example, to define callbacks like <PlatformLink to="/configuration/options/#before_send"><PlatformIdentifier name="before-send" /></PlatformLink> —
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you can disable **Auto Init** and manually initialize the SDK from code.
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The earliest point to configure and initialize the SDK is `MainLoop._initialize()`.
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<Alert>
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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.).
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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.).
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</Alert>

platform-includes/getting-started-primer/godot.mdx

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- iOS using the [iOS SDK](/platforms/apple/guides/ios/) to support Objective-C, Swift, C and C++
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- Android using the [Android SDK](/platforms/android/) to support Java, Kotlin, C and C++
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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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- 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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- [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)
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- [Log-file attachments](/platforms/godot/configuration/options/#attach-log) for events
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- [Log-file attachments](/platforms/godot/configuration/options/#attach_log) for events
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- [Scene tree data attachments](/platforms/godot/enriching-events/view-hierarchy/) for events
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- [Screenshot attachments](/platforms/godot/enriching-events/screenshots/) for events (experimental)
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- [Release Health](/platforms/godot/configuration/releases/) to keep track of crash-free users and sessions
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- [Event throttling](/platforms/godot/configuration/options/#logger-limits) to handle spammy errors
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- [Event throttling](/platforms/godot/configuration/options/#logger_limits) to handle spammy errors

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