diff --git a/docs/platforms/unity/configuration/app-not-responding/img/unity-anr.jpg b/docs/platforms/unity/configuration/app-not-responding/img/unity-anr.jpg deleted file mode 100644 index 6dc6671d770dc5..00000000000000 Binary files a/docs/platforms/unity/configuration/app-not-responding/img/unity-anr.jpg and /dev/null differ diff --git a/docs/platforms/unity/configuration/app-not-responding/img/unity-anr.png b/docs/platforms/unity/configuration/app-not-responding/img/unity-anr.png new file mode 100644 index 00000000000000..842fe4b2aae3c1 Binary files /dev/null and b/docs/platforms/unity/configuration/app-not-responding/img/unity-anr.png differ diff --git a/docs/platforms/unity/configuration/app-not-responding/index.mdx b/docs/platforms/unity/configuration/app-not-responding/index.mdx index dab8eeec61ceb7..a4c1a418cf832c 100644 --- a/docs/platforms/unity/configuration/app-not-responding/index.mdx +++ b/docs/platforms/unity/configuration/app-not-responding/index.mdx @@ -17,7 +17,7 @@ On platforms that do no support multithreading the ANR detection falls back to r ANR detection is enabled by default in Sentry, but you can opt-out through the editor window by going to `Tools -> Sentry -> Advanced -> ANR Detection`. You can also set the ANR timeout there. -![ANR Detection](./img/unity-anr.jpg) +![ANR Detection](./img/unity-anr.png) You can also opt out by disabling the integration. diff --git a/docs/platforms/unity/configuration/options/cli-options/img/sentry-cli-option-configuration.png b/docs/platforms/unity/configuration/options/cli-options/img/sentry-cli-option-configuration.png index c5ab429fc56b16..5a56275d88ca49 100644 Binary files a/docs/platforms/unity/configuration/options/cli-options/img/sentry-cli-option-configuration.png and b/docs/platforms/unity/configuration/options/cli-options/img/sentry-cli-option-configuration.png differ diff --git a/docs/platforms/unity/configuration/options/programmatic-configuration/img/unity-options-configuration.png b/docs/platforms/unity/configuration/options/programmatic-configuration/img/unity-options-configuration.png index 7e1cf451712456..cb42a32b7693d4 100644 Binary files a/docs/platforms/unity/configuration/options/programmatic-configuration/img/unity-options-configuration.png and b/docs/platforms/unity/configuration/options/programmatic-configuration/img/unity-options-configuration.png differ diff --git a/docs/platforms/unity/enriching-events/screenshots/img/editor-window.png b/docs/platforms/unity/enriching-events/screenshots/img/editor-window.png new file mode 100644 index 00000000000000..142abef9f66bf2 Binary files /dev/null and b/docs/platforms/unity/enriching-events/screenshots/img/editor-window.png differ diff --git a/docs/platforms/unity/enriching-events/screenshots/index.mdx b/docs/platforms/unity/enriching-events/screenshots/index.mdx index 21b747ce283f31..17b7dabc729b3f 100644 --- a/docs/platforms/unity/enriching-events/screenshots/index.mdx +++ b/docs/platforms/unity/enriching-events/screenshots/index.mdx @@ -9,9 +9,28 @@ This feature is only available for SDKs with a user interface, like the ones for ## Enabling Screenshots -Because screenshots may contain PII, they are an opt-in feature. You can enable screenshots as shown below: +Because screenshots may contain PII, they are an opt-in feature. You can enable screenshots as shown below through **Tools > Sentry**: - +![Options Screenshot Configuration](./img/editor-window.png) + +Or, like so, if you're [configuring things programatically](/platforms/unity/configuration/options/): + +```csharp {tabTitle:ScriptableOptionsConfiguration} +options.AttachScreenshot = true; +``` + +## Screenshot capture mechanism + +Since the Unity SDK internally consists of multiple SDKs, the mechanism with which a screenshot gets captured depends on where the error originates. + +- C# errors from within your game will be captured through Unity's built-in [ScreenCapture](https://docs.unity3d.com/ScriptReference/ScreenCapture.html). This means that screenshots only contain things visible within your game. Overlays on top of your game will not be visible. +- Native errors get captured by their respective SDK. If you're using a native plugin to display an overlay and an error occurs then that SDK will try to capture a screenshot that contains the overlay. + + + +Screenshots might contain PII of your app. For example, if your game has a registration form and an error happens while the form is being displayed. + + ## Viewing Screenshots diff --git a/docs/platforms/unity/enriching-events/view-hierarchy/img/editor-window.png b/docs/platforms/unity/enriching-events/view-hierarchy/img/editor-window.png new file mode 100644 index 00000000000000..d1cd6496b02928 Binary files /dev/null and b/docs/platforms/unity/enriching-events/view-hierarchy/img/editor-window.png differ diff --git a/docs/platforms/unity/enriching-events/view-hierarchy/index.mdx b/docs/platforms/unity/enriching-events/view-hierarchy/index.mdx index b98457efa4d840..1cd5e74334aa05 100644 --- a/docs/platforms/unity/enriching-events/view-hierarchy/index.mdx +++ b/docs/platforms/unity/enriching-events/view-hierarchy/index.mdx @@ -9,9 +9,13 @@ This feature only applies to SDKs with a user interface, such as the ones for mo ## Enabling View Hierarchy Attachments -View hierarchy debugging is an opt-in feature. You can enable it via the configuration editor `Enrichment -> Attach Hierarchy` or programmatically: +View hierarchy debugging is an opt-in feature. You can enable attaching the view hierarchy as shown below through **Tools > Sentry**: -```csharp +![Options Screenshot Configuration](./img/editor-window.png) + +Or, like so, if you're [configuring things programatically](/platforms/unity/configuration/options/): + +```csharp {tabTitle:ScriptableOptionsConfiguration} options.AttachViewHierarchy = true; ``` diff --git a/docs/platforms/unity/tracing/instrumentation/auto-transaction-config.png b/docs/platforms/unity/tracing/instrumentation/auto-transaction-config.png index de0c065d15a928..101be2858493c0 100644 Binary files a/docs/platforms/unity/tracing/instrumentation/auto-transaction-config.png and b/docs/platforms/unity/tracing/instrumentation/auto-transaction-config.png differ diff --git a/platform-includes/enriching-events/attach-screenshots/attach-screenshot-unity-editor.png b/platform-includes/enriching-events/attach-screenshots/attach-screenshot-unity-editor.png deleted file mode 100644 index a811cfe301e337..00000000000000 Binary files a/platform-includes/enriching-events/attach-screenshots/attach-screenshot-unity-editor.png and /dev/null differ diff --git a/platform-includes/enriching-events/attach-screenshots/img/attach-screenshot-unity-editor.png b/platform-includes/enriching-events/attach-screenshots/img/attach-screenshot-unity-editor.png deleted file mode 100644 index a811cfe301e337..00000000000000 Binary files a/platform-includes/enriching-events/attach-screenshots/img/attach-screenshot-unity-editor.png and /dev/null differ diff --git a/platform-includes/enriching-events/attach-screenshots/unity.mdx b/platform-includes/enriching-events/attach-screenshots/unity.mdx deleted file mode 100644 index 6c6e880509a43d..00000000000000 --- a/platform-includes/enriching-events/attach-screenshots/unity.mdx +++ /dev/null @@ -1,22 +0,0 @@ -Using the editor integrations in **Tools > Sentry**: - -![Options Screenshot Configuration](./img/attach-screenshot-unity-editor.png) - -Or, like so, if you're [configuring things programatically](/platforms/unity/configuration/options/): - -```csharp {tabTitle:ScriptableOptionsConfiguration} -options.AttachScreenshot = true; -``` - -## Screenshot capture mechanism - -Since the Unity SDK internally consists of multiple SDKs, the mechanism with which a screenshot gets captured depends on where the error originates. - -- C# errors from within your game will be captured through Unity's built-in [ScreenCapture](https://docs.unity3d.com/ScriptReference/ScreenCapture.html). This means that screenshots only contain things visible within your game. Overlays on top of your game will not be visible. -- Native errors get captured by their respective SDK. If you're using a native plugin to display an overlay and an error occurs then that SDK will try to capture a screenshot that contains the overlay. - - - -Screenshots might contain PII of your app. For example, if your game has a registration form and an error happens while the form is being displayed. - - diff --git a/platform-includes/getting-started-config/img/unity-sentry-window.png b/platform-includes/getting-started-config/img/unity-sentry-window.png index da1868d5781643..8a0f4adeab0b74 100644 Binary files a/platform-includes/getting-started-config/img/unity-sentry-window.png and b/platform-includes/getting-started-config/img/unity-sentry-window.png differ diff --git a/platform-includes/getting-started-verify/img/unity-package-samples.png b/platform-includes/getting-started-verify/img/unity-package-samples.png index bb7e6c0c02c6cd..b7159115ac9489 100644 Binary files a/platform-includes/getting-started-verify/img/unity-package-samples.png and b/platform-includes/getting-started-verify/img/unity-package-samples.png differ diff --git a/platform-includes/getting-started-verify/unity-package-samples.png b/platform-includes/getting-started-verify/unity-package-samples.png deleted file mode 100644 index bb7e6c0c02c6cd..00000000000000 Binary files a/platform-includes/getting-started-verify/unity-package-samples.png and /dev/null differ