In order to make Sentry work, you need to add SentrySdk
component to any
GameObject
that is in the first loaded scene of the game.
You can also add it programatically. There can only be one SentrySdk
in your whole project. To add it programatically do:
var sentry = myGameObject.AddComponent(typeof(SentrySdk)) as SentrySdk;
sentry.dsn = "__YOUR_DSN__";
The SDK needs to know which project within Sentry your errors should go to. That's defined via the DSN.
DSN is the only obligatory parameter on SentrySdk
object.
This is enough to capture automatic traceback events from the game. They will be sent to your DSN and you can find them at sentry.io
There is an example scene in the Sentry asset. It has two components -
SentrySdk
and SentryTest
. SentryTest
is a component that handles
button presses to crash or fail assert. SentrySdk
is the main component
that you have to use in your own project.
The basic API is automatic collection of test failures, so it should mostly run headless. There are two important APIs that are worth considering.
-
collecting breadcrumbs
SentrySdk.AddBreadcrumb(string)
will collect a breadcrumb.
-
sending messages
SentrySdk.CaptureMessage(string)
would send a message to Sentry.
The lowest required version is Unity 5.6. Previous versions might work but were not tested and will not be supported.
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