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Reporting silent errors in release builds #551
Description
From what I've tested, runtime errors that are silently handled by Godot, like array out of bounds, are not visible in release builds and not reported by Sentry. Is this correct and is there any way to enable it?
Details
Godot silently "ignores" most errors in debug and release builds. For example this code:
var arr := []
print("oob ", arr[0])will print oob <null> (unlike when running from the editor).
In debug builds, those are logged to file, and also intercepted and reported to Sentry.
In release builds however, there is no error log nor Sentry event.
This kinda undermines the idea of reporting problems, if only errors reported are those sent manually from the code, with either SentrySDK.capture_message() or push_error(), and crashes to desktop.
And this is the exact scenario as in Sentry video: https://www.youtube.com/watch?v=l2u1NQNWksQ (call("nonexisting_method") also is not reported in release build).
As far as I can say, the Logger _log_error is simply not invoked with such error in release builds.
So:
- Am I doing something wrong? I've tested on fresh project, Godot 4.6.1, Windows
- Is the only solution for proper reporting to use debug builds? Which is far from optimal for production.
- Or is this possible with custom template, similarly to stack traces?
If this is Engine limitation, I will open issue/proposal there.
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