Amir Mujacic

Amir Mujacic is Head of Gaming at Sentry, specializing in game engine SDKs and native debugging tools. He works at the forefront of native and game error monitoring, helping developers navigate the complexities of crash reporting on multiple platforms. Amir is passionate about building robust developer tools that ensure smoother launches and more stable gaming experiences.


Title/Tagline:

Head of Gaming


Session

11-03
15:30
25min
Crashes Don't Care What Language You Wrote Your Game In
Amir Mujacic

A Godot game is rarely written in just one language. You've got GDScript for gameplay, more and more C#/.NET for the heavier systems, and native C++ through GDExtension underneath. Then you export the whole thing to Windows, Linux, macOS, Android, iOS, the Web, SteamOS/Proton, and - for some of us - consoles.

Every one of those languages fails differently. Every one of those platforms reports and symbolicates crashes differently. So when a player hits a bug you can't reproduce, the problem is collapsing that entire grid of languages and platforms into one readable issue, no matter what threw it or where it died.

This talk walks through that problem end-to-end, using Sentry's Godot SDK - recently expanded with first-class .NET support - as the example. We'll look at how a GDScript error, a C# exception, and a native crash differ; how the same crash has to survive Android tombstones, WASM in the browser, and the Proton translation layer on SteamOS; and how you can still get all of it back as a single, grouped, source-mapped issue. It's a talk about the messy reality of shipping a Godot game everywhere at once - and how to stay sane while doing it.

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