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@cstavitsky cstavitsky commented Aug 14, 2025

Summary

Minor updates as part of SE team's 'demo refresh initiative' - Notion page

We had the good fortune of @limbonaut and team already implementing nearly all of the core features. Thank you!

Some minor updates:

  • Added README setup details for SEs who are brand new to Godot
  • Godot log now attached
  • user.id tag set

Screenshots

Godot Log attached

image

Set User ID

image

Testing

add game instructions to readme for those new to godot

return DSN to original

clarify readme, remove leftover function
@cstavitsky cstavitsky force-pushed the demo_refresh_updates branch from 5f94dac to ce27044 Compare August 14, 2025 22:33


func _play_victory_animation():
# Results in error since "victory" animation doesn't exist.
var goal_name: String = self.name
SentrySDK.add_breadcrumb("Reached: " + goal_name, "Milestone")
animation_player.play(victory_animation)
animation_player.play(dance_victory_animation)
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(this is only updated because we want the suspect commit to show something as recent as possible)

@cstavitsky cstavitsky marked this pull request as ready for review August 14, 2025 22:34
@limbonaut
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Thanks for updating the demo. The guide steps look good to me. There are a few technical hiccups, though. When the player reaches the flag, the game triggers a runtime error without crashing, and nothing happens on the screen. We’re supposed to see the victory animation, but it doesn’t play.

If the player enters the crash zone, it calls C++ code that triggers an actual crash. I also don’t see the crash zone in the screenshots:
Screenshot 2025-08-15 at 14 46 04

There is also an additional runtime error example. If a player goes off the platform and falls down, they reach the limits of the level, resulting in a runtime error.

@cstavitsky
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@limbonaut thanks for the review. Clarification question- you said:

When the player reaches the flag, the game triggers a runtime error without crashing, and nothing happens on the screen. We’re supposed to see the victory animation, but it doesn’t play.

Just to be 100% clear on the expected behavior: Are you saying that on the godot-4.5 branch, when the flag is touched, the behavior of the demo app should be:

  • see nothing happen and an error is captured in Sentry? (my expectation, and what currently happens on the godot-4.5 branch and also this branch)
  • OR, see an actual victory animation? (not my expectation)

The way I'm reading your comment is that the README updates inaccurately reflect the demo's behavior (because the screenshot uses the word 'crash', but really it's a runtime error), and that I should update the README to reflect the true behavior of runtime error. Can you let me know if i understand you correctly?

If the player enters the crash zone, it calls C++ code that triggers an actual crash. I also don’t see the crash zone in the screenshots

Acknowledged, I'll add screenshots + document this use case 👍

There is also an additional runtime error example. If a player goes off the platform and falls down, they reach the limits of the level, resulting in a runtime error.

This one too!

@bruno-garcia , thanks for reviewing as well!

Maybe "automated playing"

I'll update this 👍

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Thanks for excellent README, everything worked for me.
Left a few suggestions

README.md Outdated
- **F key**: Toggle fullscreen mode
- **R key**: Reset the scene

**Objective:** Jump to the red flag on the right. When you reach it, the demo will intentionally cause an error to showcase Sentry's crash reporting capabilities!

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Suggested change
**Objective:** Jump to the red flag on the right. When you reach it, the demo will intentionally cause an error to showcase Sentry's crash reporting capabilities!
**Objective:** Jump to the red flag on the right. When you reach it, the demo will intentionally cause an error to showcase Sentry's crash reporting capabilities!
Godot Editor window should be automatically re-focused showing a Stack Trace tab with:
`Invalid call. Nonexistent function 'run_victory_animation (via call)' in base 'Area2D (goal.gd)'.`
<img width="1597" height="937" alt="Image" src="https://github.com/user-attachments/assets/e37fa799-236c-4812-a597-b9409111e1e3" />

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Godot Editor window should be automatically re-focused showing a Stack Trace tab with:

@maxkosty Hmm, actually this doesn't happen to me on touching the flag! I am still able to move the character around after hitting the flag even though the error is logged, and the focus remains on the gameplay window

README.md Outdated

**Objective:** Jump to the red flag on the right. When you reach it, the demo will intentionally cause an error to showcase Sentry's crash reporting capabilities!

**Note:** Currently hitting the flag doesn't fully crash the game, but should trigger an error to be captured in Sentry.

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Suggested change
**Note:** Currently hitting the flag doesn't fully crash the game, but should trigger an error to be captured in Sentry.
**Note:** Currently hitting the flag doesn't fully crash the game (you could resume execution by clicking ⏸️) , but should trigger an error to be captured in Sentry.

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(you could resume execution by clicking ⏸️)

hit_flag.mp4

Interesting, again, for me hitting the flag doesn't pause the game execution at all, so there is no need to click pause to get the character moving again; it never stops moving 🤔

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(on demo_refresh_updates branch)

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4 participants