If you are using the GDNative version of GodotSteam, make sure not to download or use the module version in tandem; it will cause a lot of problems. The two are not compatible with each other.
This also means you cannot use the GodotSteam templates for exporting; you must use the normal Godot templates.
Just like the module version, the easiest way to use GodotSteam is downloading the plug-in and installing it into your project.
- Download the pre-compiled editor from the Release section and unpack it.
- Alternatively you can download and install the GDNative plug-in through Godot Asset Library.
- Everything you need should be included.
- Users on Linux may have issues with the libsteam_api.so, if so then read our Linux Caveats doc.
At this point you can skip all the following steps and check our our tutorials to learn more about integrating Steamworks or just explore the SDK!
1b. Compile Yourself
For those of you who are comfortable compiling or want to give it a shot, here are some steps to follow.
- Set your system up for compiling based on Godot's recommendations / required tools.
- Create a new folder and call it GDNative (or whatever you want).
- Acquire the GodotSteam GDNative source either by downloading it or cloning the repo:
- Download this repository then unpack it into the GDNative folder.
- Alternatively, clone this repository into your GDNative folder:
git clone -b gdnative https://github.com/CoaguCo-Industries/GodotSteam.git
- Download the Steamworks SDK; this requires a Steam developer account.
- Download the Godot cpp, the 3.5 branch.
- Unpack the godot_cpp into the GDNative folder.
- Alternatively, you can just use these commands inside the GDNative folder to clone them:
git clone --recursive -b 3.5 https://github.com/godotengine/godot-cpp
- CD into the godot-cpp folder and compile the bindings (make sure your slashes are OS appropriate):
scons platform=<your platform> generate_bindings=yes target=release
2. Setting Up the SDK
Move the following from the unzipped Steamworks SDK to the /godotsteam/sdk folder:
3. Double-Checking Folder / File Structure
The compiling directory contents should now look like this:
godot-cpp/ --- bin/* --- godot-headers/* --- include/* --- misc/* --- src/* --- test/* --- binding_generator.py --- CMakeLists.txt --- LICENSE --- Makefile --- README.md --- SConstruct godotsteam/ --- sdk/ --- --- public/steam/* --- --- redistributable_bin/* --- godotsteam.h --- godotsteam.cpp --- init.cpp SConstruct README.md LICENSE.txt
4. Compiling Time
Follow these steps for Visual Studio (big thanks to willnationsdev):
- Create a new Visual Studio project.
- Name it GDNative and make sure it DOES NOT create a directory.
- Uncheck the box here.
- Select the GDNative folder we were working in.
- Choose Win32 Desktop Wizard template.
- Select options for both a dynamic library (.dll) and an empty project.
- Things should look like this:
GDNative -godot-cpp -godot_headers -lib -GDNative --.vs --GDNative.sln --GDNative.vcxproj --GDNative.vcsproj.filters -src
- Make sure you have a debug, x64 configuration for the solution.
- The options are located in the toolbar at the top left.
- Go to "Project > GDNative Properties" to open the project properties.
- Ensure you are on the x64 Debug configurations at the top and make these changes:
- VC++ Directories > Include Directories. Add 'GDNative\godot-cpp\include', 'GDNative\godot-cpp\include\core', and 'GDNative\godot-cpp\godot-headers' to the list.
- VC++ Directories > Library Directories. Add 'GDNative\godotsteam'.
- VC++ Directories > Source Directories. Add 'GDNative\godotsteam'.
- C/C++ > Linker > System. Subsystem = "Console (/SUBSYSTEM:CONSOLE)"
- C/C++ > Linker > Input. Add "godot-cpp.windows.64.lib" (without quotes) to the Additional Dependencies parameter.
- Click on Apply and then Save.
- Now build the solution.
Just open the powershell or VS command prompt and run:
scons platform=windows production=yes target=release
Just run terminal from within the GDNative folder and run:
scons platform=<your platform> production=yes target=release
5. All Together Now
Copy the /win64, /linuxbsd, or /osx folder from within the GDNative/bin/ folder then place it into the /addons/godotsteam/ folder inside your game's project folder. Then you will want to copy the matching Steam API file and put it in with the corresponding platform's folder.
Sound a little confusing? It should look a little something like this:
Note: If you compile for Windows 32-bit, get the steam_api.dll file instead.
Note: You will want to rename linuxbsd to x11.
Nothing extra for Mac, just this.
In a text editor, create a file called godotsteam.gdnlib (this may need to be renamed as such if using Windows). Place the following inside this file and save it in the addons/godotsteam/ folder in your project:
[general] singleton=false load_once=true symbol_prefix="godot_" reloadable=true [entry] (read below) [dependencies] (read below)
Replace (read below) with the following, based on platform. You can also use all three if you have the right files.
[entry] Windows.64="res://addons/godotsteam/win64/godotsteam.dll" [dependencies] Windows.64=[ "res://addons/godotsteam/win64/steam_api64.dll" ]
[entry] X11.64="res://addons/godotsteam/x11/libgodotsteam.so" [dependencies] X11.64=[ "res://addons/godotsteam/x11/libsteam_api.so" ]
[entry] OSX.64="res://addons/godotsteam/osx/libgodotsteam.dylib" [dependencies] OSX.64=[ "res://addons/godotsteam/osx/libsteam_api.dylib" ]
To double-check this worked, in your Godot project, open the .gdnlib file in the Inspector. It will have the correct data in the GUI editor that pops up in the bottom panel.
In a text editor, create a file called godotsteam.gdns (this may need to be renamed as such if using Windows). Place the following inside this file and save it in the addons/godotsteam/ folder in your project:
[gd_resource type="NativeScript" load_steps=2 format=2] [ext_resource path="res://addons/godotsteam/godotsteam.gdnlib" type="GDNativeLibrary" id=1] [resource] resource_name = "godotsteam" class_name = "Steam" library = ExtResource( 1 ) script_class_name = "Steam"
Create a new scene in your game project and add a Node node with a GDScript as the script. Add the following code:
extends Node onready var Steam = preload("res://addons/godotsteam/godotsteam.gdns").new() func _ready(): Steam.steamInit()
Now you should be able to call functions from Steam like you would normally with the GodotSteam module. They will, however, have to be added to your steam.gd script like this:
name = Steam.getPersonaName() country = Steam.getIPCountry() running = Steam.isSteamRunning() func setAchievement(achieve): Steam.setAchievement(achieve)
print(steam.name) print(steam.country) if steam.running: runFunction() steam.setAchievement(achieve)
Make sure to create a file called steam_appid.txt and place it with your editor or at the root of your game's project folder. You'll need this to run the game from the editor.
The documentation for GodotSteam should apply to GodotSteam GDNative as they are built from the same code and have all the same functions; generally speaking.
Note: GDNative on Windows has some odd glitch with setRichPresence where sometimes the key is sent as the value; this bug does not exist in the Linux or OSX versions of GodotSteam GDNative nor in any versions of the GodotSteam module nor any versions of the GodotSteam GDExtension. In this case it is deemed unfixable.
7. Exporting / Shipping Your Game
For a full explanation of exporting and shipping your game with GodotSteam, please refer to our Export and Shipping tutorial.
That being said, you should be able to export your game with the normal Godot templates. Also, here is a quick rundown of some things to remember.
When uploading your game to Steam, you must upload your game's executable and Steam API .dll/.so/.dylb (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; however, they won't hurt anything.