The short answer
In GDSense 1.4.0, attaching game errors is opt-in. Use Attach errors on the Errors from last run (N) chip or use @errors to attach captured errors; use @log for recent game output in Chat or Agent Mode. Errors are not attached just because you run the game or send a message. Review output for private data before choosing to attach it.
Choose whether to attach errors
Run the project from the editor, reproduce the problem, then stop it. When captured errors are available, the Errors from last run (N) chip shows the count. Choose Attach errors to include them. Only this explicit action or @errors attaches errors; leaving the chip alone does not send them. Remove an attachment you selected if you change your mind before sending.
Captured output is bounded and may omit earlier lines. It is runtime log evidence, not a complete copy of the editor Debugger. A missing attachment does not prove that the game had no errors.
Attach errors or output explicitly
Use @errors when asking about the last captured failure. Use @log when printed state or event order is relevant. Include the action that caused the problem and what you expected. These attachments support Chat and Agent Mode; Explain and Quick Edit are unchanged.
@errors
Opening the inventory after picking up an item fails. Explain the first relevant error before proposing changes.@log
The player stops after landing. Compare these state transitions with the open script.Check capture and privacy
Capture relies on the project log and a recent run. If output is unavailable, check Godot file logging and reproduce the issue again. Do not send an old log as evidence of a new run.
Game output can contain anything your game prints, including paths, player data, tokens, or network responses. Remove secrets before attaching output. Attached text goes to GDSense and its AI providers as request context, counts toward context usage, and can appear in conversation history.