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UID:pretalx-godotfest-26-EALHBY@talks.godotfest.com
DTSTART;TZID=CET:20261103T153000
DTEND;TZID=CET:20261103T155500
DESCRIPTION: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\, a
 nd native C++ through GDExtension underneath. Then you export the whole th
 ing to Windows\, Linux\, macOS\, Android\, iOS\, the Web\, SteamOS/Proton\
 , and - for some of us - consoles.\n\nEvery one of those languages fails d
 ifferently. 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 readab
 le issue\, no matter what threw it or where it died.\n\nThis talk walks th
 rough that problem end-to-end\, using Sentry's Godot SDK - recently expand
 ed with first-class .NET support - as the example. We'll look at how a GDS
 cript error\, a C# exception\, and a native crash differ\; how the same cr
 ash has to survive Android tombstones\, WASM in the browser\, and the Prot
 on 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.
DTSTAMP:20261026T205339Z
LOCATION:Italien
SUMMARY:Crashes Don't Care What Language You Wrote Your Game In - Amir Muja
 cic
URL:https://talks.godotfest.com/godotfest-26/talk/EALHBY/
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