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Payload Variables

When creating an Integration to send an Email, SMS or Webhook, you have the option of defining your payload, typically the body of the message that is sent out.

The payload can contain one or more variables that are replaced with error data prior to delivery.

Variables Available

Variable / Source Description Type
{logdatamessage} The error message String
{methodname} The method name in which your error occurred. String
{lineno} The line number within your code on which the error occurred. This is only available when your application's build exposes symbols and equivalent debugging options. Integer
{colno} The column number representing the location at which the error occurred. Integer
{logdate} The date the error occured on your system in your local timezone. DateTime
{pagename} The name of the page or assembly in which your error occurred, or the Unity or Unreal Engine Scene Name. String
{filename} Where available, the filename in which your error occurred. String
{servername} The name of the server on which your error occured. String
{trace} The full stack trace containing your error.
Warning: This block of text may be very large - do not include if you are sending alerts via SMS as it may incur significant messaging costs.
String
{custom} An arbitrary storage blob used for custom JSON data - such as your application or game variables JSON
{application_data} An JSON collection of objects derived from the .Net Framework Application collection, or the Unity GameObject selection. JSON
{session_data} An JSON collection of objects derived from the .Net Framework Session collection, or custom Unity GameObject variables. JSON
{languageid} This variable is automatically set by the processor, however can be overridden if you wish.
Valid values are: 1=C#, 2=Javascript, 3=VB, 4=Java, 5=Python, 6=C++, 7=Ruby, 8=PHP, 9=F#, 10=Typescript, 11=Unreal Engine, 12=Unity, 13=Godot
Integer