An open-source and fully functional Steamworks SDK / API module and plug-in for the Godot Game Engine (version 3.x). For the Windows, Linux, and Mac platforms.
Additional flavors include:
Documentation is available here and is mirrored on and exported from CoaguCo's site.
You can also check out the Search Help section inside Godot Engine after compiling it with GodotSteam.
Feel free to chat with us about GodotSteam on the CoaguCo Discord server.
You can download pre-compiled versions (currently v3.17.1) of this repo here.
Version 3.17.1 Changes
- Fixed: missing comma in getVideoURL argument function
- Fixed: argument name mismatch with file_details_result
- Fixed: wrong int type for inventory update handle
- Fixed: not casting app ID for addFavoriteGame
- Fixed: wrong int type for server ID in getLobbyGameServer
- Fixed: not casting account ID for createQueryUserUGCRequest
Version 3.17 Changes
- Added: new functions, enums for Steamworks SDK 1.55
- Fixed: getPublicIP in Game Servers class
You can read more change-logs here.
- Using MinGW causes crashes. I strongly recommend you do not use MinGW to compile at this time.
- As of Steamworks SDK 1.53, you cannot compile with previous version of GodotSteam (3.11.1 or earlier) due to a code change in the SDK.
- Using Steamworks SDK 1.53 or newer, you must use GodotSteam 3.12 or newer.
- Using Steamworks SDK 1.53 or earlier, you must use GodotSteam 3.11.1 or earlier.
- Download the pre-compiled editor from the Release section and unpack it.
Alternatively, to compile it yourself:
- Download this repository and unpack it.
- Download and unpack the Steamworks SDK 1.55; this requires a Steam developer account.
- Please see "Known Issues" above about versions.
- Download and unpack the Godot source 3.x.
- Move the following to godotsteam/sdk/ folder:
sdk/public/
sdk/redistributable_bin/
- The repo's directory contents should now look like this:
godotsteam/sdk/public/*
godotsteam/sdk/redistributable_bin/*
godotsteam/SCsub
godotsteam/config.py
godotsteam/godotsteam.cpp
godotsteam/godotsteam.h
godotsteam/register_types.cpp
godotsteam/register_types.h
-
Now move the "godotsteam" directory into the "modules" directory of the unpacked Godot Engine source.
- You can also just put the godotsteam directory where ever you like and just apply the
custom_modules=.../path/to/dir/godotsteam
flag in SCONS when compiling. Make sure thecustom_modules=
flag points to where godotsteam is located.
- You can also just put the godotsteam directory where ever you like and just apply the
-
Recompile for your platform:
- NOTE: use SCONS flags
production=yes tools=yes target=release_debug
for your editor andproduction=yes tools=no target=release
for your templates. - Windows ( http://docs.godotengine.org/en/stable/reference/compiling_for_windows.html )
- Linux ( http://docs.godotengine.org/en/stable/reference/compiling_for_x11.html )
- If using Ubuntu 16.10 or higher and having issues with PIE security in GCC, use LINKFLAGS='-no-pie' to get an executable instead of a shared library.
- MacOS ( http://docs.godotengine.org/en/stable/reference/compiling_for_osx.html )
- When creating templates for this, please refer to this post for assistance as the documentation is a bit lacking ( http://steamcommunity.com/app/404790/discussions/0/364042703865087202/ ).
- NOTE: use SCONS flags
-
When recompiling the engine is finished do the following before running it the first time:
- Copy the shared library (steam_api), for your OS, from sdk/redistributable_bin/ folders to the Godot binary location (by default in the godot source /bin/ file but you can move them to a new folder).
- Create a steam_appid.txt file with your game's app ID or 480 in this folder. Necessary if the editor or game is run outside of Steam.
-
The finished hierarchy should look like this (if you downloaded the pre-compiles, the editor files go in place of these tools files, which are the same thing):
- Linux 32/64-bit
libsteam_api.so steam_appid.txt ./godot.linux.tools.32 or ./godot.linux.tools.64
- MacOS
libsteam_api.dylib steam_appid.txt ./godot.osx.tools.32 or ./godot.osx.tools.64
- Windows 32-bit
steam_api.dll steam_appid.txt ./godot.windows.tools.32.exe
- Windows 64-bit
steam_api64.dll steam_appid.txt ./godot.windows.tools.64.exe
-
Lack of the Steam API DLL/SO/DyLib (for your respective OS) or the steam_appid.txt will cause it fail and crash when testing or running the game outside of the Steam client.
- NOTE: For MacOS, the libsteam_api.dylib and steam_appid.txt must be in the Content/MacOS/ folder in your application zip or the game will crash.
- NOTE: For Linux, you may have to load the overlay library for Steam overlay to work:
export LD_PRELOAD=~/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so;~/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so or export LD_PRELOAD=~/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so; export LD_PRELOAD=~/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so;
This can be done in an .sh file that runs these before running your executable. This issue may not arise for all users and can also just be done by the user in a terminal separately.
From here you should be able to call various functions of Steamworks. You should be able to look up the functions in Godot itself under the search section. In addition, you should be able to read the Steamworks API documentation to see what all is available and cross-reference with GodotSteam.
- When uploading your game to Steam, you must upload your game's executable and Steam API DLL/SO/DyLIB (steam_api.dll, steam_api64.dll, libsteam_api.dylib, and/or libsteam_api.so). Do not include the steam_appid.txt or any .lib files as they are unnecessary.
Pull-requests are the best way to help the project out but you can also donate through Patreon or Paypal!
MIT license