Hello engineers! I'm not entirely sure if this is the right place to ask, let me know if there's a more appropriate forum.
We've recently started using Sentry and are loving all the functionality, and the Godot C# integration/beta branch couldn't have come at at a better time for us.
Everything is working perfectly when we export the game for Windows, publish to Steam and launch it through the Steam library.
We noticed however that for the native Linux export there seems to be an issue, as it crashes instantly when launched through the Steam library.
Interestingly I can browse to the local files that Steam has downloaded and run the same binary that the launcher would, and it runs without any issues.
I've confirmed that this is caused by Sentry by removing the plugin (and calling code) and re-publishing the build as I normally would, resulting in a working native Linux build. I have reproduced this on both a Fedora desktop install and a default Steamdeck.
I'm unsure if this is a direct problem with Sentry or how Steam handles their linux runtimes, so not even sure if this is just a me issue, or if this is on Setnry's end - or if it's more how Godot's dotnet 8 targeting interacts with Sentry's dotnet 10. I tried a few adjustments to our .csproj, disabling the Steam overlay on launch, as well as various compatibility modes to see if we can rectify this, but haven't had any success. Even running the Windows build through the Proton compatibility layer breaks when run on Linux.
I've attached the crash details and below the brief Godot logs of the instant crash:
ERROR: .NET: Failed to get GodotPlugins initialization function pointer
at: initialize_hostfxr_and_godot_plugins (modules/mono/mono_gd/gd_mono.cpp:484)
ERROR: Parameter "godot_plugins_initialize" is null.
at: initialize (modules/mono/mono_gd/gd_mono.cpp:653)
I suspect this is more of an interaction between Steam/Godot/Sentry/default settings than an actual Sentry bug, but given this would be a pretty standard use case I thought I'd raise it here.