【转】独立游戏如何对接STEAM SDK
独立开发者在对接STEAM SDK之前 首先得先登上青睐之光,也就是我们俗称的“绿光”
一般要先对接G胖家的SDK,然后提交版本,最后等待审核。。。
我本身是unity 开发,对C++也是糊里糊涂..所以这里主要围绕unity说下我对接SDK的一些经历
sdk地址:http://steamworks.github.io/installation/
c#接口介绍地址:http://steamworks.github.io/gettingstarted/
steamwork使用教程视频:https://www.youtube.com/playlist?list=PLckFgM6dUP2jBeskIPG-7BVJR-I0vcSGJ
-----------------------------------------------------------------------------------------------------
第一步:
安装 Steamwork.NET(这里要感谢外国小哥)
1.下载 .unitypackage Stable (7.0.0) 或者从 Github 克隆
2.导入下载的所有文件到项目 Assets/ 目录下.
3.打开unity项目,会自动生成steam_appid.txt到项目的主目录下.
4.打开 steam_appid.txt 并将 480 修改为自己的 AppId.
5.更改脚本 SteamManager.cs 找到 SteamAPI.RestartAppIfNecessary(AppId_t.Invalid)将AppId_t.Invalid替换成(AppId_t)480" 或者 "new AppId_t(480),480改成自己的APP ID如图:
- if (SteamAPI.RestartAppIfNecessary(new AppId_t(55220))) {
- Application.Quit();
- return;
- }
6.Steam根据提示修改重启unity,保证 steam_appid.txt 已生效.
7.重启unity,保证 steam_appid.txt 已生效.
8.安装sdk完成.
如何使用
1.下载SteamManagers.cs
2.将SteamManager.cs脚本挂在GameObject上,steam会自动生成单例
3.完整C#接口请点击查看
注:需要在https://partner.steamgames.com/home下载sdk,里面有提交游戏的工具,在\sdk\tools\ContentBuilder\builder
在https://partner.steamgames.com/home/steamworks可以查看文档
在http://steamworks.github.io/gettingstarted/可以查看C#接口的使用方式
- // The SteamManager is designed to work with Steamworks.NET
- // This file is released into the public domain.
- // Where that dedication is not recognized you are granted a perpetual,
- // irrevokable license to copy and modify this files as you see fit.
- //
- // Version: 1.0.5
- using UnityEngine;
- using System.Collections;
- using Steamworks;
- //
- // The SteamManager provides a base implementation of Steamworks.NET on which you can build upon.
- // It handles the basics of starting up and shutting down the SteamAPI for use.
- //
- [DisallowMultipleComponent]
- public class SteamManager : MonoBehaviour {
- private static SteamManager s_instance;
- private static SteamManager Instance {
- get {
- if (s_instance == null) {
- return new GameObject("SteamManager").AddComponent<SteamManager>();
- }
- else {
- return s_instance;
- }
- }
- }
- private static bool s_EverInialized;
- private bool m_bInitialized;
- public static bool Initialized {
- get {
- return Instance.m_bInitialized;
- }
- }
- private SteamAPIWarningMessageHook_t m_SteamAPIWarningMessageHook;
- private static void SteamAPIDebugTextHook(int nSeverity, System.Text.StringBuilder pchDebugText) {
- Debug.LogWarning(pchDebugText);
- }
- private void Awake() {
- // Only one instance of SteamManager at a time!
- if (s_instance != null) {
- Destroy(gameObject);
- return;
- }
- s_instance = this;
- if(s_EverInialized) {
- // This is almost always an error.
- // The most common case where this happens is when SteamManager gets destroyed because of Application.Quit(),
- // and then some Steamworks code in some other OnDestroy gets called afterwards, creating a new SteamManager.
- // You should never call Steamworks functions in OnDestroy, always prefer OnDisable if possible.
- throw new System.Exception("Tried to Initialize the SteamAPI twice in one session!");
- }
- // We want our SteamManager Instance to persist across scenes.
- DontDestroyOnLoad(gameObject);
- if (!Packsize.Test()) {
- Debug.LogError("[Steamworks.NET] Packsize Test returned false, the wrong version of Steamworks.NET is being run in this platform.", this);
- }
- if (!DllCheck.Test()) {
- Debug.LogError("[Steamworks.NET] DllCheck Test returned false, One or more of the Steamworks binaries seems to be the wrong version.", this);
- }
- try {
- // If Steam is not running or the game wasn't started through Steam, SteamAPI_RestartAppIfNecessary starts the
- // Steam client and also launches this game again if the User owns it. This can act as a rudimentary form of DRM.
- // Once you get a Steam AppID assigned by Valve, you need to replace AppId_t.Invalid with it and
- // remove steam_appid.txt from the game depot. eg: "(AppId_t)480" or "new AppId_t(480)".
- // See the Valve documentation for more information: https://partner.steamgames.com/documentation/drm#FAQ
- if (SteamAPI.RestartAppIfNecessary(AppId_t.Invalid)) {
- Application.Quit();
- return;
- }
- }
- catch (System.DllNotFoundException e) { // We catch this exception here, as it will be the first occurence of it.
- Debug.LogError("[Steamworks.NET] Could not load [lib]steam_api.dll/so/dylib. It's likely not in the correct location. Refer to the README for more details.\n" + e, this);
- Application.Quit();
- return;
- }
- // Initialize the SteamAPI, if Init() returns false this can happen for many reasons.
- // Some examples include:
- // Steam Client is not running.
- // Launching from outside of steam without a steam_appid.txt file in place.
- // Running under a different OS User or Access level (for example running "as administrator")
- // Ensure that you own a license for the AppId on your active Steam account
- // If your AppId is not completely set up. Either in Release State: Unavailable, or if it's missing default packages.
- // Valve's documentation for this is located here:
- // https://partner.steamgames.com/documentation/getting_started
- // https://partner.steamgames.com/documentation/example // Under: Common Build Problems
- // https://partner.steamgames.com/documentation/bootstrap_stats // At the very bottom
- // If you're running into Init issues try running DbgView prior to launching to get the internal output from Steam.
- // http://technet.microsoft.com/en-us/sysinternals/bb896647.aspx
- m_bInitialized = SteamAPI.Init();
- if (!m_bInitialized) {
- Debug.LogError("[Steamworks.NET] SteamAPI_Init() failed. Refer to Valve's documentation or the comment above this line for more information.", this);
- return;
- }
- s_EverInialized = true;
- }
- // This should only ever get called on first load and after an Assembly reload, You should never Disable the Steamworks Manager yourself.
- private void OnEnable() {
- if (s_instance == null) {
- s_instance = this;
- }
- if (!m_bInitialized) {
- return;
- }
- if (m_SteamAPIWarningMessageHook == null) {
- // Set up our callback to recieve warning messages from Steam.
- // You must launch with "-debug_steamapi" in the launch args to recieve warnings.
- m_SteamAPIWarningMessageHook = new SteamAPIWarningMessageHook_t(SteamAPIDebugTextHook);
- SteamClient.SetWarningMessageHook(m_SteamAPIWarningMessageHook);
- }
- }
- // OnApplicationQuit gets called too early to shutdown the SteamAPI.
- // Because the SteamManager should be persistent and never disabled or destroyed we can shutdown the SteamAPI here.
- // Thus it is not recommended to perform any Steamworks work in other OnDestroy functions as the order of execution can not be garenteed upon Shutdown. Prefer OnDisable().
- private void OnDestroy() {
- if (s_instance != this) {
- return;
- }
- s_instance = null;
- if (!m_bInitialized) {
- return;
- }
- SteamAPI.Shutdown();
- }
- private void Update() {
- if (!m_bInitialized) {
- return;
- }
- // Run Steam client callbacks
- SteamAPI.RunCallbacks();
- }
- }
第二步:
如何提交游戏版本
1、找到sdk\tools\ContentBuilder\scripts目录,该目录下有两个配置文件名需要更改
2、假如我的APP ID 为 "55220" ,修改app_build_55220,"appid","depots"内容如下:
- "appbuild"
- {
- "appid" "<span style="color:#ff0000;background-color: rgb(255, 204, 153);">55220</span>"
- "desc" "Your build description here" // description for this build
- "buildoutput" "..\output\" // build output folder for .log, .csm & .csd files, relative to location of this file
- "contentroot" "..\content\" // root content folder, relative to location of this file
- "setlive" "" // branch to set live after successful build, non if empty
- "preview" "0" // to enable preview builds
- "local" "" // set to flie path of local content server
- "depots"
- {
- "<span style="color:#ff0000;background-color: rgb(255, 204, 153);">55221</span>" "depot_build_<span style="color:#ff0000;background-color: rgb(255, 204, 153);">55221</span>.vdf"
- }
- }
修改depot_build_55221,修改 "DepotID" ,"ContentRoot","LocalPath" 内容如下:
- "DepotBuildConfig"
- {
- // Set your assigned depot ID here
- "DepotID" "<span style="font-size: 14.4px; font-family: Lato, proxima-nova, "Helvetica Neue", Arial, sans-serif; background-color: rgb(255, 204, 153);"><span style="color:#ff0000;">55221</span></span>"
- // Set a root for all content.
- // All relative paths specified below (LocalPath in FileMapping entries, and FileExclusion paths)
- // will be resolved relative to this root.
- // If you don't define ContentRoot, then it will be assumed to be
- // the location of this script file, which probably isn't what you want
- "ContentRoot" "<span style="color:#ff0000;background-color: rgb(255, 204, 153);">D:\SDK硬盘位置\steamworks_sdk_138a\sdk\tools\ContentBuilder\content\</span>"
- // include all files recursivley
- "FileMapping"
- {
- // This can be a full path, or a path relative to ContentRoot
- "LocalPath" "<span style="color:#ff0000;background-color: rgb(255, 204, 153);">.\windows_content\*</span>"
- // This is a path relative to the install folder of your game
- "DepotPath" "."
- // If LocalPath contains wildcards, setting this means that all
- // matching files within subdirectories of LocalPath will also
- // be included.
- "recursive" "1"
- }
- // but exclude all symbol files
- // This can be a full path, or a path relative to ContentRoot
- "FileExclusion" "*.pdb"
- }
3、找到sdk\tools\ContentBuilder\content目录在目录下新增文件夹 windows_content
4、复制需要提交的游戏文件至 windows_content 目录下
5、找到sdk\tools\ContentBuilder\目录下的runbuild.bat右击编辑 更改内容如下:
- builder\steamcmd.exe +loginsteam用户名 密码 +run_app_build_http ..\scripts\app_build_自己的APPID.vdf
暂时先写这么多,后面还会更新 steamwork商店的一些配置
【转】独立游戏如何对接STEAM SDK的更多相关文章
- 独立游戏《Purgatory Ashes》的经验与总结
1.引子 游戏的灵感萌生于2015年,当时只有一些概念性的设计图. 后来我利用资源商店的素材搭建了最早的原型. 游戏的最终画面: 早期以D.P作为代号进行开发,来源于两个单词的缩写 Devil Pro ...
- 半年收入超2亿RMB 独立游戏开发者的艰苦创业路
一款叫做<监狱建筑师>的模拟经营游戏,目前在Steam平台获得了3000万美元(近2亿元)以上的收入.这款游戏由英国独立工作室Introversion Software发布,而团队最困难的 ...
- Unity3D独立游戏开发日记(二):摆放建筑物
在沙盒游戏里,能自由建造是很重要的特点,比如说风靡全球的<我的世界>,用一个个方块就能搭建出规模宏大的世界.甚至有偏激的人说,没有自由建造,就不是一个真正的沙盒游戏.的确,沙盒游戏的魅力有 ...
- Unity3D独立游戏开发日记(一):动态生成树木
目前写的独立游戏是一个沙盒类型的游戏.游戏DEMO视频如下: 提到沙盒类型的游戏,就有人给出了这样的定义: 游戏世界离现实世界越近,自由度.随机度越高才叫沙盒游戏.所谓自由度,就是你在游戏里想干啥就干 ...
- 独立游戏大电影 原名(Indie.Game)
电影链接 独立游戏大电影 感觉很不错呢!!
- 用Qt制作的Android独立游戏《吃药了》公布
一个多月的努力最终有了回报,我自己研究制作的独立游戏<吃药了>.最终在360应用商店上线了. 这一款游戏呢.使用的是Qt开发的.事实上开发这款简单的应用之前.我 ...
- funhub 独立游戏团队诚邀策划,美术,技术,QA 大大加入(可远程办公)
我们刚成立的的独立游戏团队,base:广州,团队陆陆续续已经有 6 个成员了,现在还缺的岗位有策划,美术.不过有其 他岗位的仁人志士也可加入. 另外,我们支持远程办公,这是互联网行业的天然优势,一定要 ...
- air游戏接入小米支付sdk
小米支付sdk要求在Application.onCreate中进行初始化 为了这个初始化搞了半天,最终搞定了.今天将更改的步骤记录下了. 1. 创建ANE.ANE的创建就不罗嗦了,这里须要注意一点,这 ...
- unity独立游戏开发日志2018/09/22
f::很头痛之前rm做的游戏在新电脑工程打不开了...只能另起炉灶... 还不知道新游戏叫什么名...暂且叫方块世界.(素材已经授权) 首先是规划下场景和素材文件夹的建立. unity常用的文件夹有: ...
随机推荐
- Servlet中Response对象应用2(输出随机验证码图片)
预期结果如图: 可用于登陆界面的验证 需要使用random类和绘画相关的几个类.以及imageio的内容. import java.awt.*; import java.awt.image.Buffe ...
- Java起源
Java历史发展和特点 作为一名合格的程序员,如果不了解一些关于Java语言的起源是有一些不太合适的.下面就介绍一下我所了解的Java起源. 1.Java名字的来源 Java是印度尼西亚爪哇岛的英文名 ...
- cnpm install -S 与cnpm install -D (dependencies和devDependencies的区别)
npm install takes 3 exclusive, optional flags which save or update the package version in your main ...
- python爬虫-抓取acg12动漫壁纸排行设置为桌面壁纸
ACG-wallpaper 初学python,之前想抓取P站的一些图片来着,然后发现acg12这里有专门的壁纸榜单,就写了个抓取壁纸作为mac桌面壁纸玩玩. 功能:抓取acg12壁纸榜单的动漫壁纸,并 ...
- MPLS VPN随堂笔记2
深入理解ospf 理解MPLS VPN 中对OSPF 层次化设计的补充 supper backbone area 2:理解MPLS VPN 中OSPF 的区域设计概念 3:理解MPLS VPN 中OS ...
- [我所理解的REST] 3.基于网络应用的架构
上篇中解释到什么是架构风格和应该以怎样的视角来理解REST(Web的架构风格).本篇来介绍一组自洽的术语,用它来描述和解释软件架构:以及列举下对于基于网络的应用来说,哪些点是需要我们重点关注的. 1 ...
- 线程高级篇-读写锁ReentrantReadWriteLock
转载原文:http://blog.csdn.net/john8169/article/details/53228016 读写锁: 分为读锁和写锁,多个读锁不互斥,读锁和写锁互斥,这是有JVM自己控制的 ...
- 201521123076 《Java程序设计》第11周学习总结
1. 本周学习总结 1.1 以你喜欢的方式(思维导图或其他)归纳总结多线程相关内容. 2. 书面作业 本次PTA作业题集多线程 1.互斥访问与同步访问 完成题集4-4(互斥访问)与4-5(同步访问) ...
- 201521123034《Java程序设计》第十四周学习总结
1. 本周学习总结 1.1 以你喜欢的方式(思维导图或其他)归纳总结多数据库相关内容. 2. 书面作业 1. MySQL数据库基本操作 建立数据库,将自己的姓名.学号作为一条记录插入.(截图,需出现自 ...
- 201521123039 《java程序设计》第九周学习总结
1. 本周学习总结 2. 书面作业 本次PTA作业题集异常 常用异常 题目5-1 1.1 截图你的提交结果(出现学号) 1.2 自己以前编写的代码中经常出现什么异常.需要捕获吗(为什么)?应如何避免? ...