Godot Quickstart

Target reader: an external developer connecting a new Godot game with the fixed evaluation ZIP.

After enabling the plugin, copy quickstart.gd.txt to quickstart.gd in the game root before configuring or attaching it. The text template is not parsed before the autoload exists.

From package to first feedback

  1. Confirm the service is running. Use your existing authorized Console organization/project, or create one if you have none. Ask an owner/admin for a Key when your role cannot manage Keys. Server setup is separate: operator local setup.
  2. Download and install the fixed ZIP. No SDK or server checkout is required in the game.
  3. In the included quickstart.gd, replace the Key and Public API address with the values from the same project's Console setup page. Keep locale: "auto", or use zh-CN, en or ja explicitly. Attach the script to a Node, set that scene as main, and run.
  4. Enter a test description in the feedback panel. Screenshot/recent logs start unchecked, contact is optional. Read the notice, select only the data you want to send, explicitly confirm and submit.
  5. Return to the same project's Overview and refresh. Waiting for first feedback means the server has not received a report. Feedback received provides the project feedback entry. Check the actual report and attachments; attachment consent alone does not prove an upload succeeded.

Minimal example

The canonical six lines below are a function-body snippet. The ZIP's quickstart.gd already wraps them in _ready(); do not paste these calls at script top level. The localhost:4000 address and enb_pk_xxx are examples to replace, not service discovery or working credentials.

EchoNebulaFeedback.configure({
  "project_key": "enb_pk_xxx",
  "public_api_base_url": "http://localhost:4000",
  "locale": "auto"
})
EchoNebulaFeedback.open_feedback_panel({ "trigger_source": "button" })

Common mistakes

Next step

View and process the first feedback, then use the extended configuration and troubleshooting.