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Ezcha Network

An asset by Ezcha
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Ezcha Network icon image
Ezcha
Ezcha Network

Easily add authentication, trophies, leaderboards and cloud saves to your game, all powered by the Ezcha Network. A one time developer application is required for panel access.Check out the link below for a guide on how to get started!https://ezcha.net/news/11-30-25-godot-engine-ezcha-network

Supported Engine Version
4.0
Version String
2.3.1
License Version
MIT
Support Level
community
Modified Date
2 days ago
Git URL
Issue URL

Ezcha Network for Godot 4

Looking for the Godot 3 version?

This repository contains the official Ezcha Network plugin for Godot. It allows you to integrate the Ezcha Network platform and its features into your games. This includes authentication, trophies, leaderboards and more.

README Browsing through the "Ezcha" menu that the plugin adds

Developer Applications

Applications to become a developer on the Ezcha Network are now open. Get more info here or apply now. You must be a verified developer on the platform to list your game and to access its API and features. You will not be able to use this plugin otherwise.

Documentation

Full documentation/reference for the plugin can be viewed here.

Setup

Follow the steps below to setup the plugin in your project.

  1. Create a game listing on Ezcha Network.
  2. Copy the game ID from its developer panel, found under the "API" tab.
  3. Add the plugin to the /addons directory of your Godot project.
  4. Enable the "Ezcha Network" plugin in the project settings.
  5. Find the new "Ezcha" menu below the inspector.
  6. Use the menu to configure your game's ID.

If you are working on a singleplayer game and want to grant trophies or update the player's leaderboard scores, you will also need to configure a signing key. If you are working on a dedicated server for a game use an API key instead. These can be created from within the "API" tab of your game's developer panel on Ezcha Network.

Usage

Singleplayer/Client-side

Authentication

Before trying to grant any trophies or updating any leaderboard scores, you must first authenticate the user. You would typically do this at the start of the game. Upon successful completion information about the current user can be accessed at Ezcha.client.user.

func do_auth() -> void:
    var success: bool = await Ezcha.client.authenticate()
    
    # Error handling
    if (!success):
        print("Failed to authenticate user!")
        return
    
    # Authentication successful
    print("Authenticated as %s!" % [Ezcha.client.user.name])

You can also use signals instead of await if preferred.

func do_auth() -> void:
    Ezcha.client.authentication_completed.connect(_on_authentication_completed)
    Ezcha.client.authenticate()

func _on_authentication_completed(success: bool) -> void:
    # Error handling
    if (!success):
        print("Failed to authenticate user!")
        return
    
    # Authentication successful
    print("Authenticated as %s!" % [Ezcha.client.user.name])

Granting a trophy

func _on_epic_accomplishment() -> void:
    Ezcha.client.grant_trophy("TROPHY_ID_GOES_HERE")

Updating a leaderboard score

func complete_level(final_score: int, cheese_consumed: int) -> void:
    # Set a score to a fixed value
    # (When there is an existing score the new one will only be saved if its an improvement)
    Ezcha.client.update_score("LEVEL_SCORE_LEADERBOARD_ID", final_score)
    
    # Add points to a total score
    Ezcha.client.update_score("CHEESE_CONSUMED_LEADERBOARD_ID", cheese_consumed, EzchaLeaderboardsAPI.UpdateMode.ADD)

Please note that for leaderboards with time elapsed formatting the submitted score should be in milliseconds, not seconds which many of the time functions built into Godot will return.

func _on_speedrun_completed(time_elapsed: float) -> void:
    # This assumes time_elapsed is a float representing seconds.
    var milliseconds: int = roundi(time_elapsed * 1000.0)
    Ezcha.client.update_score("SPEEDRUN_LEADERBOARD_ID", milliseconds)

Server-side

Authentication

When making a multiplayer game you should validate sessions server-side as players connect. This is done by having the client send the server its session token. In the server you will need to create an instance of the EzchaServerPlayer class instead of using the client helper. The client can get its session token with the Ezcha.client.get_session_token() function after local authentication.

var player_map: Dictionary = {}

@rpc("any_peer", "call_remote", "reliable")
func rpc_auth(session_token: String) -> void:
    var peer_id: int = multiplayer.get_remote_sender_id()
    
    # Block if user has already authenticated
    if (player_map.has(peer_id)):
        return

    var player: EzchaServerPlayer = EzchaServerPlayer.new()
    var success: bool = await player.authenticate(session_token)
    
    # Error handling
    if (!success):
        print("Failed to authenticate peer %s!" % [peer_id])
        return
    
    # Authentication successful
    player_map[peer_id] = player
    print("Peer %s authenticated as %s!" % [peer_id, player.user.name])

Granting a trophy

var score_map: Dictionary = {}

@rpc("any_peer", "call_remote", "reliable")
func rpc_button_pushed() -> void:
    var peer_id: int = multiplayer.get_remote_sender_id()
    
    # Block unauthenticated players
    if (!player_map.has(peer_id)):
        return
    
    # Set initial value in map if missing
    if (!score_map.has(peer_id)):
        score_map[peer_id] = 0
    
    # Increment score
    score_map[peer_id] += 1
    
    # Grant a trophy when the player reaches 100 points
    if (score_map[peer_id] == 100):
        player_map[peer_id].grant_trophy("TROPHY_ID_GOES_HERE")

Updating a leaderboard score

func _on_peer_disconnected(peer_id: int) -> void:
    # Skip if user has not authenticated
    if (!player_map.has(peer_id)):
        return
    
    # Submit score
    if (score_map.has(peer_id)):
        player_map[peer_id].update_score("LEADERBOARD_ID_GOES_HERE", score_map[peer_id])
        score_map.erase(peer_id)
    
    player_map.erase(peer_id)

API Wrappers

Listing trophies

func print_trophies() -> void:
    # Get the game's ID
    var game_id: String = Ezcha.get_game_id()
    
    # Request the information
    var trophy_resp: EzchaTrophyMetaListResponse = await Ezcha.games.get_trophies(game_id)
    
    # Error handling
    if (!trophy_resp.is_successful()):
        print("Failed to fetch trophies: %s (%s)" % [
            trophy_resp.get_error(),
            trophy_resp.get_status()
        ])
        return
    
    # Print a list with the name and ID of each trophy
    for trophy: EzchaTrophyMeta in trophy_resp.trophies:
        print("%s (ID: %s)" % [
            trophy.name,
            trophy.id
        ])

Listing leaderboard scores

func print_leaderboard(leaderboard_id: String, page: int = 1) -> void:
    # Request the information
    var entries_resp: EzchaPaginatedLeaderboardEntryListResponse = await Ezcha.leaderboards.get_entries(leaderboard_id, page)
    
    # Error handling
    if (!entries_resp.is_successful()):
        print("Failed to fetch leaderboard entries: %s (%s)" % [
            entries_resp.get_error(),
            entries_resp.get_status()
        ])
        return
    
    # Print a list with the username and score of each entry
    for idx: int in entries_resp.entries.size():
        var entry: EzchaLeaderboardEntry = entries_resp.entries[idx]
        var ranking: int = (entries_resp.page - 1) * entries_resp.items_per_page + idx + 1
        print("#%s. %s %s" % [
            ranking,
            entry.user.name,
            entry.score
        ])

Easily add authentication, trophies, leaderboards and cloud saves to your game, all powered by the Ezcha Network. A one time developer application is required for panel access.

Check out the link below for a guide on how to get started!

https://ezcha.net/news/11-30-25-godot-engine-ezcha-network

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Quick Information

0 ratings
Ezcha Network icon image
Ezcha
Ezcha Network

Easily add authentication, trophies, leaderboards and cloud saves to your game, all powered by the Ezcha Network. A one time developer application is required for panel access.Check out the link below for a guide on how to get started!https://ezcha.net/news/11-30-25-godot-engine-ezcha-network

Supported Engine Version
4.0
Version String
2.3.1
License Version
MIT
Support Level
community
Modified Date
2 days ago
Git URL
Issue URL

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