---
title: "Migration Guide"
description: "Learn more about migrating to the current version."
url: https://docs.sentry.io/platforms/godot/migration/
---

# Migration Guide | Sentry for Godot Engine

## [Migrating to 2.0.0](https://docs.sentry.io/platforms/godot/migration.md#migrating-to-200)

### [Breaking changes](https://docs.sentry.io/platforms/godot/migration.md#breaking-changes)

`enable_logs` now defaults to `true`, and the Godot logger integration no longer captures Godot's log output as Sentry Logs automatically. See [Changes to logging](https://docs.sentry.io/platforms/godot/migration.md#changes-to-logging) below.

App Hang Tracking (Apple platforms) and ANR (Application Not Responding) detection (Android) are now separate features, and both are enabled by default. See [App Hang Tracking and ANR detection](https://docs.sentry.io/platforms/godot/migration.md#app-hang-tracking-and-anr-detection) below.

The deprecated `SentryOptions.experimental.enable_logs` and `SentryOptions.experimental.before_send_log` properties have been removed. If you still reference them, use `SentryOptions.enable_logs` and `SentryOptions.before_send_log` instead.

### [Changes to logging](https://docs.sentry.io/platforms/godot/migration.md#changes-to-logging)

The Godot logger options are now grouped under `SentryOptions.godot_logger`. All options that were previously available as `SentryOptions.logger_*` properties have moved there. For example, `logger_event_mask` becomes `godot_logger.event_mask` and `logger_limits` becomes `godot_logger.limits`. The old flat `logger_*` properties still work as deprecated aliases that forward to the new object. As part of the move, `logger_include_source` was renamed to `godot_logger.include_source_context`. Existing **Project Settings** under **Sentry > Logger** are migrated automatically to **Sentry > Godot Logger**.

By default, the Godot logger integration no longer sends Godot log output to [Sentry Logs](https://docs.sentry.io/product/logs.md). If you want to capture those logs, you must opt in by setting `godot_logger.log_mask` to the event types you want to send:

**GDScript**

```gdscript
SentrySDK.init(func(options: SentryOptions) -> void:
	options.godot_logger.log_mask = SentryOptions.MASK_ERROR | SentryOptions.MASK_SCRIPT | SentryOptions.MASK_MESSAGE
)
```

**C#**

```csharp
SentrySdk.Init(options =>
{
	options.GodotLogger.LogMask =
		GodotLoggerEventMask.Error | GodotLoggerEventMask.Script | GodotLoggerEventMask.Message;
});
```

The `GodotErrorMask` enum was renamed to `GodotLoggerEventMask`, and a new `MASK_MESSAGE` flag captures log messages such as `print()` statements. Update the enum name if you reference these masks in code.

`logger_messages_as_breadcrumbs` is deprecated. Set the `MASK_MESSAGE` flag in `godot_logger.breadcrumb_mask` instead — it's included in the default mask.

### [App Hang Tracking and ANR detection](https://docs.sentry.io/platforms/godot/migration.md#app-hang-tracking-and-anr-detection)

App Hang Tracking now applies to Apple platforms (iOS and macOS) only and is enabled by default; set [`SentryOptions.enable_app_hang_tracking`](https://docs.sentry.io/platforms/godot/configuration/options.md#enable_app_hang_tracking) to `false` to opt out. Its options were also renamed to align with other SDKs: `app_hang_tracking` is now `enable_app_hang_tracking`, and `app_hang_timeout_sec` is now `app_hang_timeout_ms`, configured in milliseconds. The old names remain as deprecated aliases, and existing **Project Settings** are migrated automatically (converting the timeout from seconds to milliseconds).

On Android, ANR (Application Not Responding) detection is a separate feature, now enabled by default and configured through Android-specific options under `SentryOptions.android`, or in the **Project Settings** under **Sentry > Android > Application Not Responding**. Set [`SentryOptions.android.enable_anr_detection`](https://docs.sentry.io/platforms/godot/configuration/options.md#android.enable_anr_detection) to `false` to opt out.

## [Migrating to 1.0.0](https://docs.sentry.io/platforms/godot/migration.md#migrating-to-100)

### [Breaking changes](https://docs.sentry.io/platforms/godot/migration.md#breaking-changes-1)

The minimum supported Godot Engine version has been updated to `4.5-stable`. This requirement will remain fixed for the `1.x` release series. The log file is no longer required for script error detection.

We redesigned breadcrumbs API for a cleaner interface. See [Changes to breadcrumbs API](https://docs.sentry.io/platforms/godot/migration.md#changes-to-breadcrumbs-api) below.

Configuration script support and `SentryConfiguration` class are removed. Instead, please use manual initialization with a configuration callback, if you need to set up SDK from code. See [Changes to programmatic configuration](https://docs.sentry.io/platforms/godot/migration.md#changes-to-programmatic-configuration) below.

The `attach_screenshot` and `screenshot_level` options have moved to the experimental section while we're still improving things. If you previously had it enabled, you will need to re-enable it in its new location. Testing is recommended if you want to use this in production.

`enabled` and `disabled_in_editor_play` project settings were renamed to `auto_init` and `skip_auto_init_on_editor_play` for clarity.

### [Changes to breadcrumbs API](https://docs.sentry.io/platforms/godot/migration.md#changes-to-breadcrumbs-api)

Previously, `add_breadcrumb()` method accepted 5 parameters (3 of which were strings), making it confusing to use. The new approach uses a dedicated `SentryBreadcrumb` class:

```gdscript
var crumb := SentryBreadcrumb.create("Something happened")
crumb.type = "info"
crumb.set_data({"some": "data"})
SentrySDK.add_breadcrumb(crumb)
```

For simple breadcrumbs, you can use a one-liner:

```gdscript
SentrySDK.add_breadcrumb(SentryBreadcrumb.create("Something happened"))
```

### [Changes to programmatic configuration](https://docs.sentry.io/platforms/godot/migration.md#changes-to-programmatic-configuration)

Configuration scripts and the `SentryConfiguration` class have been removed. To configure the SDK programmatically, you must initialize it manually. The earliest point for initialization is within the `MainLoop._initialize()` method. Here's how you can do it:

1. Disable **Auto Init** in Godot's **Project Settings** window under **Sentry** category.
2. Create a main loop script with a `class_name` attribute, and init Sentry inside `_initialize()` method.

```gdscript
class_name MyMainLoop
extends SceneTree

func _initialize() -> void:
	# Sentry initialization
	SentrySDK.init(func(options: SentryOptions) -> void:
		options.release = "my-game@1.2.3"
		options.before_send = _before_send
	)

	# Post-init configuration
	SentrySDK.add_attachment(...)
	# ...

func _before_send(ev: SentryEvent) -> SentryEvent:
	# Return the event (with or without modifications) or null to skip reporting.
	return ev
```

3. Assign your main loop type in Godot's **Project Settings** under **Application > Run > Main Loop Type** ("MyMainLoop" in the example code).
