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It’s easy for the SDK to end up capturing a ton of errors in a short amount of time. For example, if there's a script error in _process, the SDK can capture every single one. This could quickly burn through a user’s quota without providing much helpful info.
Why this is a problem
You can blow through your quota super fast i.e. with errors in _process or _physics_process
Sending a bunch of errors in one go could impact performance, especially during gameplay.
A bunch of duplicate errors are not going to be terribly useful anyway
How this could help
Adding a debounce feature would make error reporting smarter by:
Limiting frequency: Only capturing one error every X seconds, for example. We have a very naive implementation like this in the Unity SDK
Skipping duplicates: If the same error happens repeatedly (like in a loop), don’t capture it every time. But how would we detect duplicates?
The text was updated successfully, but these errors were encountered:
It’s easy for the SDK to end up capturing a ton of errors in a short amount of time. For example, if there's a script error in
_process
, the SDK can capture every single one. This could quickly burn through a user’s quota without providing much helpful info.Why this is a problem
_process
or_physics_process
How this could help
Adding a debounce feature would make error reporting smarter by:
The text was updated successfully, but these errors were encountered: