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.
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.
Get the addon from the Godot Asset Library or through GitHub Releases (up to date quicker).
If through GitHub, unzip the folder and move it into your project's res://addons
.
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!
- 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)
- Improved Friends Support (Events & Messaging)
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!");
}
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);
}
}
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);
}
}
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);
}
}
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);
}
}
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);
}
}
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);
}
}
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);
}
}
Note
FileAccess.GetFileAsBytes
is a Godot
method, use res://
or user://
type paths.
Alternatively, you can use System.IO.File.ReadAllBytes
and provide an absolute path optionally with Path.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);
}
}
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);
}
}