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The goal is to provide more granular control over event debouncing. Particularly, for high-frequency events like those from Update() functions. This allows users to preserve quota while keeping error reporting intact.
Current Problem
Events from Update() functions that run every frame can quickly consume error reporting quotas
Current debouncing is not flexible enough for different types of events.
i.e. There's not debouncing for exceptions
Existing workarounds in BeforeSend (stack trace checking + random sampling) are hacky and might miss important errors
Goal
The goal is to provide more granular control over event debouncing. Particularly, for high-frequency events like those from
Update()
functions. This allows users to preserve quota while keeping error reporting intact.Current Problem
Update()
functions that run every frame can quickly consume error reporting quotasi.e. There's not debouncing for
exceptions
BeforeSend
(stack trace checking + random sampling) are hacky and might miss important errorsCurrent Implementation
We're using the following debouncer https://github.com/getsentry/sentry-unity/blob/main/src/Sentry.Unity/TimeDebounceBase.cs
in the
Application Logging Integration
sentry-unity/src/Sentry.Unity/Integrations/UnityApplicationLoggingIntegration.cs
Lines 57 to 71 in 596ad1d
Proposal
Implement configurable debouncing that allows:
error
,exception
exception.HResult
? Maybe in combination with the stacktrace?Additional Consideration
The .NET SDK has its own debouncer now (for memory dumps). Can this be reused?
The Godot SDK has event throtteling implemented as part of its logging intgration.
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