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WebGL JavaScript & native error handling #668
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Additional off-topic TODO: warn/error out during build when It requires the build script to be present so sounds like a good time to do it in a single PR. |
I think this is the preferred solution as it's our largest SDK and has a lot of development going on there. |
I've tried to integrate the browser Maybe we'd need to create a custom integration that does the stack parsing. |
OK, so the stack traces for the embedded code coming from Unity The integration could still be useful at least to get the error type/text + stack traces if they're coming from standard javascript files. What we would need to do is:
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After the dotnet WebGL support is merged in #657, we can add support for javascript errors. There are two main approaches, the selection of the best one is part of this issue:
sentry-javascript
and let it do the reportingIn both cases, we would need to add an editor script that updates the generated JS sources (that supports both development & release builds, the latter including compression).
There's already a button to trigger a JS error - look for ThrowJavaScript(), enable it in NativeSupportScene.cs - but there would likely need to be more, e.g. to also include it in the SmokeTest.
As a related topic, we should check whether the selected approach also covers errors in the native code that are unhandled - you can reproduce those within the "Native Samples" scene in the sample repo.
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