Stefan Jandl
Stefan Jandl
At the time it wasn't quite clear who or what the culprit was. Unity provides the option of adding a `link.xml` to preserve code from the code stripper and I...
We've got a draft exploring how we'd make it work https://github.com/getsentry/sentry-unity/pull/622 Unity ships with pre-built playback engines but provides the source code. The idea is to add Sentry Native to...
Valid point. No, after uninstalling the inspector for the SentryOptions will just display `Script Missing`. But it should restore itself with all values when Sentry gets re-installed.
That's an interesting suggestion, thanks for raising this! Especially since the .NET SDK already has Ben.Demystifier as a submodule. I'll look into how that would work and get back to...
I think I stumbled upon the reason why we're not already doing that: https://github.com/getsentry/sentry-unity/blob/248ca0c4d7ddf6d24185bad92825d036795182b6/src/Sentry.Unity/SentryUnityOptions.cs#L113
You could try to use the ScriptableConfig to change the StacktraceMode from `StackTraceMode.Original` to `Enhanced` (which is the default for the .NET SDK). We would expect this to work on...
That's a great idea! We could set the scene as Transaction. The LogHandler now possibly has the GameObject as context and we could get the scene it belongs to from...
Hey @ripperdoc. I'm not sure this can be done easily. For example: While Sentry acknowledges to the SDK to have received an event, that event could then get dropped by...
Hey @shunia, thanks for raising this. I tried reproducing the issue with the versions you provided but had no luck. Even with the Burst package installed. Could you provide us...
Unfortunately, this is a use case we don't really support. But it could explain the issue: The SDK manipulates the generated Xcode project and copies that `SentryNativeBridge` over, to make...