You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
Repository navigation
investigate: why do we capture screenshot separate from events #2643
There might be a good pre-existing reason to it, but this isn't clear from the code/docs. The rendering order compared to Unreal is different (so screenshots are only available at EndOfFrame), but maybe there is a possibility of delaying the event capture until after the screenshot was captured?
The (broken as reported in #2641) flow is currently
SentrySdk.CaptureMessage("...") → SentryClient.cs:316 — DoSendEvent(@event) begins
SentryClient.cs:356 — ProcessEvent calls ScreenshotEventProcessor.Process(@event)
ScreenshotEventProcessor.cs:30 — queues coroutine with @event in closure
SentryMonoBehaviour.cs:69 — StartCoroutine → coroutine runs until yield return WaitForEndOfFrame() → pauses
SentryClient.cs:362 — BeforeSend runs → returns null → event dropped
SentryClient.cs:365 — returns SentryId.Empty
End of frame:
Activity
linear-code commentedon Apr 14, 2026
UNITY-220