Install Asset
Install via Godot
To maintain one source of truth, Godot Asset Library is just a mirror of the old asset library so you can download directly on Godot via the integrated asset library browser
Quick Information
SKD for connecting some of Unity Gaming Services (UGS) to Godot 4+ (C# Mono), currently supporting Authentication, Leaderboards, Cloud Save, Friends and User Generated Content.Learn more at: https://github.com/Tirtstan/Godot-Unity-Gaming-Services/blob/main/README.md
Godot Unity Gaming Services
Basic SKD for connecting Unity Gaming Services (UGS) to Godot 4+ (C# Mono) (All latest stables & 4.3 beta 3).
Feel free to use this as a jumping point to create a bigger, final version or contribute directly.
Architecture
Using the wonderful RestSharp to make this process a little easier.
I have tried to keep the implementation of the SDK as similar to Unity's version for their engine as I can. I am inexperienced with using REST API's so bare with me here (or fork/contribute!).
Scripts are communicated by singletons like in Unity. I use one initial Godot Autoload to instantiated all child services.
Setup
Download
Get the addon from the Godot Asset Library or through GitHub Releases (up to date quicker).
If through GitHub, unzip the folder and add to your project's res://addons
.
Install
[!IMPORTANT]
In your Godot project, install RestSharp.dotnet add package RestSharp
To use GodotUGS, you have to provide your game's service project ID. Here's how you can:
In Your Browser:
- Go to Unity Gaming Services and login or create an account.
- At the top, choose a project or create one.
- Go to the dashboard of the project (on the left side).
- Click on the Project settings button in the top right.
- Copy the project ID.
In Godot:
- Locate the example
APIResource
inres://addons/GodotUGS/Resources/APIResource_Example.tres
. - Fill in the project ID field.
- Locate the GodotUGS autoload in
res://addons/GodotUGS/Autoloads/GodotUGS.tscn
and open it. - In the
UnityServices Node
, provide theAPIResource
file through the inspector.
- Locate the example
Go to Project > Project Settings > Plugins
and enable GodotUGS.
Done!
Unity Gaming Services
Supported
- Authentication
- Anonymous/Session
- Username & Password
- Apple, Apple Game Center, Google, Google Play, Facebook, Steam, Oculus & Unity
- Leaderboards
- Cloud Save
- User Generated Content
- Friends (Not properly tested)
Planned
- Improved Friends Support (Events & Messaging)
Services
Examples
Initialization
Default
[!NOTE]
InitializeAsync
isn't necessarily required to call (unlike Unity's) to use UGS but is highly recommended.
using Godot;
using Unity.Services.Core;
public override async void _Ready()
{
UnityServices.Instance.OnInitialize += OnInitialize;
try
{
await UnityServices.Instance.InitializeAsync();
}
catch (System.Exception e)
{
GD.PrintErr(e);
}
}
private void OnInitialize(bool isInitialized)
{
if (!isInitialized)
return;
GD.Print("Unity Services Initialized!");
}
Custom Environment
[!NOTE]
InitializationOptions
will default to the "production" environment.
using Godot;
using Unity.Services.Core;
public override async void _Ready()
{
var options = new InitializationOptions();
initializationOptions.SetEnvironmentName("experimental");
try
{
await UnityServices.Instance.InitializeAsync(options);
}
catch (System.Exception e)
{
GD.PrintErr(e);
}
}
Authentication
Anonymous & Session Sign In
[!NOTE]
If a player has signed in previously with a session token stored on the device, they are signed back in regardless of if they're an anonymous player or not.
using Godot;
using Unity.Services.Authentication;
private async void SignInAnonymously()
{
try
{
await AuthenticationService.Instance.SignInAnonymouslyAsync();
GD.Print("Signed in ID: " + AuthenticationService.Instance.PlayerId);
}
catch (AuthenticationException e)
{
GD.PrintErr(e);
}
}
Username & Password
using Godot;
using Unity.Services.Authentication;
private async void SignUp(string username, string password)
{
try
{
await AuthenticationService.Instance.SignUpWithUsernamePasswordAsync(username, password);
GD.Print("Signed up ID: " + AuthenticationService.Instance.PlayerId);
}
catch (AuthenticationException e)
{
GD.PrintErr(e);
}
}
private async void SignIn(string username, string password)
{
try
{
await AuthenticationService.Instance.SignInWithUsernamePasswordAsync(username, password);
GD.Print("Signed in ID: " + AuthenticationService.Instance.PlayerId);
}
catch (AuthenticationException e)
{
GD.PrintErr(e);
}
}
Leaderboards
Adding a score
using Godot;
using Unity.Services.Leaderboards;
private async void AddPlayerScore(string leaderboardId, double score)
{
try
{
await LeaderboardsService.Instance.AddPlayerScoreAsync(leaderboardId, score);
GD.Print("Score added!");
}
catch (LeaderboardsException e)
{
GD.PrintErr(e);
}
}
Getting scores
using Godot;
using Unity.Services.Leaderboards;
private async void GetScores(string leaderboardId)
{
try
{
var scores = await LeaderboardsService.Instance.GetScoresAsync(leaderboardId);
GD.Print("Total Scores: " + scores.Total);
}
catch (LeaderboardsException e)
{
GD.PrintErr(e);
}
}
Cloud Save
Saving Items
using Godot;
using Unity.Services.CloudSave;
private async void SaveItem()
{
try
{
await CloudSaveService.Instance.Data.Player.SaveAsync(
new Dictionary<string, object>()
{
{ "coins", 1000 },
{ "gems", 100 },
{
"items",
new List<Item>
{
new Item(id: 1, name: "Sword", description: "A sharp sword"),
new Item(id: 2, name: "Shield", description: "A strong shield")
}
}
}
);
}
catch (CloudSaveException e)
{
GD.PrintErr(e);
}
}
Loading Items
using Godot;
using Unity.Services.CloudSave;
private async void LoadItem()
{
try
{
var data = await CloudSaveService.Instance.Data.Player.LoadAllAsync();
foreach (var pair in data)
{
GD.Print(pair.Key + ": " + pair.Value);
if (pair.Value.TryGetValueAs(out Item item))
GD.Print(item.Description);
}
}
catch (CloudSaveException e)
{
GD.PrintErr(e);
}
}
User Generated Content
Uploading Content
[!NOTE]
FileAccess.GetFileAsBytes
is aGodot
method, useres://
oruser://
type paths.
Alternatively, you can useSystem.IO.File.ReadAllBytes
and provide an absolute path optionally withPath.Combine
.
using Godot;
using Unity.Services.Ugc;
private async void CreateContentAsync(string name, string description, string contentPath)
{
try
{
byte[] contentBytes = FileAccess.GetFileAsBytes(contentPath);
var content = await UgcService.Instance.CreateContentAsync(
new CreateContentArgs(name, description, contentBytes)
);
GD.Print("Content ID: " + content.Id + " was uploaded!");
}
catch (UgcException e)
{
GD.PrintErr(e);
}
}
Getting Specific Content
using Godot;
using Unity.Services.Ugc;
private async void GetContentAsync(string contentId)
{
try
{
var content = await UgcService.Instance.GetContentAsync(
new GetContentArgs(contentId) { DownloadContent = true, DownloadThumbnail = true }
);
using (var file = FileAccess.Open("res://contentDownloaded.json", FileAccess.ModeFlags.Write))
{
file.StoreBuffer(content.DownloadedContent);
}
using (var thumb = FileAccess.Open("res://thumbnailDownloaded.jpg", FileAccess.ModeFlags.Write))
{
thumb.StoreBuffer(content.DownloadedThumbnail);
}
GD.Print("Content ID: " + content.Id);
GD.Print("Content Name: " + content.Name);
GD.Print("Content Description: " + content.Description);
}
catch (UgcException e)
{
GD.PrintErr(e);
}
}
SKD for connecting some of Unity Gaming Services (UGS) to Godot 4+ (C# Mono), currently supporting Authentication, Leaderboards, Cloud Save, Friends and User Generated Content.
Learn more at: https://github.com/Tirtstan/Godot-Unity-Gaming-Services/blob/main/README.md
Reviews
Quick Information
SKD for connecting some of Unity Gaming Services (UGS) to Godot 4+ (C# Mono), currently supporting Authentication, Leaderboards, Cloud Save, Friends and User Generated Content.Learn more at: https://github.com/Tirtstan/Godot-Unity-Gaming-Services/blob/main/README.md