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6 changes: 6 additions & 0 deletions docs/platforms/godot/configuration/stack-traces.mdx
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Expand Up @@ -279,3 +279,9 @@ This uploads the SDK's debug files to Sentry. You can repeat this step for any o
Congratulations! You're all set up. Your exported project should now produce symbolicated stack traces in Sentry.

![Symbolicated Issue](./imgs/symbolicated_issue.png)

## Known Limitations

### Web (WASM)

Native code errors (C/C++) from the Godot engine and GDExtension libraries are currently not symbolicated in Web exports, even when debug symbols are uploaded. ([#516](https://github.com/getsentry/sentry-godot/issues/516))
1 change: 1 addition & 0 deletions docs/platforms/godot/index.mdx
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Expand Up @@ -5,6 +5,7 @@ supportLevel: production
sdk: sentry.godot
categories:
- desktop
- browser
- gaming
keywords:
- Godot
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1 change: 1 addition & 0 deletions platform-includes/getting-started-primer/godot.mdx
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Expand Up @@ -7,6 +7,7 @@ Our SDK for Godot Engine builds on top of existing Sentry SDKs, extending them w
- macOS using the [macOS SDK](/platforms/apple/guides/macos/) to support Objective-C, Swift, C and C++
- iOS using the [iOS SDK](/platforms/apple/guides/ios/) to support Objective-C, Swift, C and C++
- Android using the [Android SDK](/platforms/android/) to support Java, Kotlin, C and C++
- Web using the [JavaScript SDK](/platforms/javascript/) to support WebAssembly and JavaScript
- Automatically capture Godot runtime errors, such as script and shader errors
- GDScript stack traces with optional [local and member variable](/platforms/godot/configuration/options/#logger_include_variables) information
- Include surrounding script source code with events when available at runtime
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