# Sampling | Sentry for Godot Engine

Adding Sentry to your app gives you a great deal of very valuable information about errors and performance you wouldn't otherwise get. And lots of information is good -- as long as it's the right information, at a reasonable volume.

## [Sampling Error Events](https://docs.sentry.io/.md#sampling-error-events)

To send a representative sample of your errors to Sentry, set the `sample_rate` option in your SDK configuration to a number between `0` (0% of errors sent) and `1` (100% of errors sent). This is a static rate, which will apply equally to all errors. For example, to sample 25% of your errors:

```GDScript
extends SentryConfiguration
## Tip: Assign configuration script in the Project Settings.

func _configure(options: SentryOptions):
	options.sample_rate = 0.25
```

The error sample rate defaults to `1`, meaning all errors are sent to Sentry.

Changing the error sample rate requires re-deployment. In addition, setting an SDK sample rate limits visibility into the source of events. Setting a rate limit for your project (which only drops events when volume is high) may better suit your needs.
