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3 changes: 1 addition & 2 deletions docs/platforms/nintendo-switch/index.mdx
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Expand Up @@ -10,8 +10,7 @@ categories:

<Include name="console-intro/nintendo-switch" />

You can also use Sentry's [Unity](/platforms/unity/game-consoles/) and [Unreal Engine SDKs](/platforms/unreal/game-consoles/) with Nintendo Switch.

<Include name="console-intro/game-engine-integration" />
----

"Nintendo", "Nintendo Switch" are trademarks or registered trademarks of Nintendo.
2 changes: 1 addition & 1 deletion docs/platforms/playstation/index.mdx
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Expand Up @@ -10,7 +10,7 @@ categories:

<Include name="console-intro/playstation" />

You can also use Sentry's [Unity](/platforms/unity/game-consoles/) and [Unreal Engine SDKs](/platforms/unreal/game-consoles/) with PlayStation.
<Include name="console-intro/game-engine-integration" />

<Alert level="info" title="Availability of PlayStation support">
PlayStation support is exclusive to our SaaS offering, as it depends on confidential components that cannot be distributed for self-hosted use.
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28 changes: 25 additions & 3 deletions docs/platforms/unity/game-consoles/index.mdx
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Expand Up @@ -4,11 +4,33 @@ description: "Learn how to configure your Unity SDK to capture errors on Xbox, P
sidebar_order: 7
---

Sentry supports [PlayStation](/platforms/playstation/), [Xbox](/platforms/xbox/) and [Nintendo Switch](/platforms/nintendo-switch/) via the Unity SDK. Once you submit the middleware verification process, we'll reach out and send you an invite to our private GitHub repositories with console specific code.
## How It Works

The Unity SDK is a hybrid integration built on top of the [.NET SDK](/platforms/dotnet/). The C# layer captures managed exceptions and enriches events with context, while platform-specific native SDKs capture native crashes. Both layers synchronize scope data bidirectionally.

On console platforms, the Unity SDK and console SDK work together:

- The **C# layer** captures managed exceptions and adds context (breadcrumbs, tags, user data)
- The **console layer** captures native crashes via platform-specific mechanisms
- Scope data syncs between layers so native crashes include your C# context

Each console has a different crash capture model:

| Platform | How crashes are captured |
| ------------------- | -------------------------------------------------------- |
| **Xbox** | SDK integration via Microsoft's GDK (similar to Windows) |
| **PlayStation** | Crash reports flow through Sony's servers to Sentry |
| **Nintendo Switch** | Nintendo's crash reporting forwards directly to Sentry |

## Getting Started

Sentry supports [PlayStation](/platforms/playstation/), [Xbox](/platforms/xbox/) and [Nintendo Switch](/platforms/nintendo-switch/) via the Unity SDK. Once you submit the middleware verification process, we'll reach out and send you an invite to our private GitHub repositories with console-specific code.
This allows your configuration and custom data set via C# to show up in C# exceptions as well as crash dumps on these console platforms.

<Alert>
Access to Sentry's error and crash reporting for consoles is a paid feature. We will review the pricing and details with you during the verification process.
Access to Sentry's error and crash reporting for consoles is a paid feature.
We will review the pricing and details with you during the verification
process.
</Alert>

## Nintendo Switch
Expand All @@ -23,7 +45,7 @@ Access to Sentry's error and crash reporting for consoles is a paid feature. We

<Include name="console-intro/playstation" />

----
---

"Nintendo", "Nintendo Switch" are trademarks or registered trademarks of Nintendo.
"Microsoft", "Xbox" are trademarks of the Microsoft group of companies.
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28 changes: 24 additions & 4 deletions docs/platforms/unreal/game-consoles/index.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -4,14 +4,34 @@ description: "Learn how to configure your SDK to capture errors on Xbox, PlaySta
sidebar_order: 7
---

Sentry supports [PlayStation](/platforms/playstation/), [Xbox](/platforms/xbox/) and [Nintendo Switch](/platforms/nintendo-switch/) via the Unreal Engine SDK extensions. Once you submit the middleware verification process, we'll reach out and send you an invite to our private GitHub repositories with console specific code.
## How It Works

The Unreal SDK is a thin C++ wrapper that provides a consistent Unreal-friendly API (C++ and Blueprints) while delegating to platform-specific SDKs underneath: [sentry-native](/platforms/native/) on Windows/Linux, [sentry-cocoa](/platforms/apple/) on macOS/iOS, and [sentry-java](/platforms/java/) on Android.

On console platforms, the Unreal SDK and console SDK work together:

- The **Unreal layer** provides the API for adding context (breadcrumbs, tags, user data)
- The **console layer** captures native crashes via platform-specific mechanisms

Each console has a different crash capture model:

| Platform | How crashes are captured |
| ------------------- | -------------------------------------------------------- |
| **Xbox** | SDK integration via Microsoft's GDK (similar to Windows) |
| **PlayStation** | Crash reports flow through Sony's servers to Sentry |
| **Nintendo Switch** | Nintendo's crash reporting forwards directly to Sentry |

## Getting Started

Sentry supports [PlayStation](/platforms/playstation/), [Xbox](/platforms/xbox/) and [Nintendo Switch](/platforms/nintendo-switch/) via the Unreal Engine SDK extensions. Once you submit the middleware verification process, we'll reach out and send you an invite to our private GitHub repositories with console-specific code.
This allows your configuration and custom data set via C++ or Blueprints to show up in non-fatal events as well as crash dumps on these console platforms.

<Alert>
Access to Sentry's error and crash reporting for consoles is a paid feature. We will review the pricing and details with you during the verification process.
Access to Sentry's error and crash reporting for consoles is a paid feature.
We will review the pricing and details with you during the verification
process.
</Alert>


## PlayStation

<Include name="console-intro/playstation" />
Expand All @@ -24,7 +44,7 @@ Access to Sentry's error and crash reporting for consoles is a paid feature. We

<Include name="console-intro/nintendo-switch" />

----
---

"PlayStation", "PS5" are registered trademarks or trademarks of Sony Interactive Entertainment Inc.
"Microsoft", "Xbox" are trademarks of the Microsoft group of companies.
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3 changes: 1 addition & 2 deletions docs/platforms/xbox/index.mdx
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Expand Up @@ -10,12 +10,11 @@ categories:

<Include name="console-intro/xbox" />

You can also use Sentry's [Unity](/platforms/unity/game-consoles/) and [Unreal Engine SDKs](/platforms/unreal/game-consoles/) with Xbox.
<Include name="console-intro/game-engine-integration" />

<Alert>
Access to Sentry's error and crash reporting for consoles is a paid feature. We will review the pricing and details with you during the verification process.
</Alert>

----

"Microsoft", "Xbox" are trademarks of the Microsoft group of companies.
8 changes: 8 additions & 0 deletions includes/console-intro/game-engine-integration.mdx
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## Using with Game Engines

If you're using Unity or Unreal Engine, use the game engine specific SDK instead of integrating the console SDK directly. The game engine SDKs wrap the console SDK and provide engine-specific features:
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Suggested change
If you're using Unity or Unreal Engine, use the game engine specific SDK instead of integrating the console SDK directly. The game engine SDKs wrap the console SDK and provide engine-specific features:
If you're using Unity or Unreal Engine, use the engine-specific SDK instead of integrating the console SDK directly. The game engine SDKs wrap the console SDK and provide engine-specific features:


- [Sentry SDK for Unity on consoles](/platforms/unity/game-consoles/) - captures C# exceptions and syncs context with native crashes
- [Sentry SDK for Unreal Engine on consoles](/platforms/unreal/game-consoles/) - provides C++ and Blueprint APIs on top of the console SDK

For custom engines or native C++ games, integrate the console SDK directly as described above.
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Suggested change
For custom engines or native C++ games, integrate the console SDK directly as described above.
For custom engines or native C++ games, request access to integrate the console SDK directly as described above.

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