---
title: "Environments"
description: "Learn how to configure your SDK to tell Sentry about your environments."
url: https://docs.sentry.io/platforms/godot/configuration/environments/
---

# Environments | Sentry for Godot Engine

Environments tell you where an error occurred, whether that's in your production system, your staging server, or elsewhere.

Sentry automatically creates an environment when it receives an event with the `environment` parameter set.

Environments are case-sensitive. The environment name can't contain newlines, spaces or forward slashes, can't be the string "None", or exceed 64 characters. You can't delete environments, but you can [hide](https://docs.sentry.io/product/sentry-basics/environments.md#hidden-environments) them.

```GDScript
SentrySDK.init(func(options: SentryOptions) -> void:
	options.environment = "production"
)
```

The SDK automatically detects the following Godot-specific environments:

* `headless_server` when running in headless mode
* `export_release` for release exports
* `export_debug` for debug exports
* `editor_dev` when running inside the Godot editor
* `editor_dev_run` when running a project from the Godot editor

If you do not set `environment` explicitly, the SDK will check for the `SENTRY_ENVIRONMENT` environment variable. If that is also not set, the SDK will automatically detect the environment based on the current runtime context.

Environments help you better filter issues, releases, and user feedback in the Issue Details page of sentry.io, which you learn more about in our [documentation that covers using environments](https://docs.sentry.io/product/sentry-basics/environments.md).
