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  • Download count2,912 total downloads
  • Latest download count 125 downloads of latest version
  • Average download count7 downloads per day average

Owners

It also requires the official Steamworks add-on to be included in the project.

Additional Steamworks support:

Leaderboards

Network messaging (for p2p games)

DLC (simple checks)

Friends (list and Id to name)

Leaderboards

See Steamworks web details on leaderboards and how to create and observe a leaderboard using the Steamworks web interface.

If you want to use the KeepBest method for the leaderboard, create it with the descending score option (if you change it later after you make it, it may not work)

Uploading scores is rate limited/throttled, so if you see updates failing to take effect, this may be why (learned it the hard way): partner.steamgames.com/doc/api/ISteamUserStats

The result is returned as a JSON string array, which the C3 JSON object can parse.

Result Trigger tags and associated Result Data Tags:

DownloadLeaderboardScores

IsDlcInstalled

SetLeaderboard

UploadLeaderboardScore

GetFriendPersonaName

OnSessionRequest

GetFriendsNameId

Add fundamental Steamworks network messaging for testing. Requires correct SteamID to communicate between clients.

To get the correct SteamID, open the Steam desktop application and select your Steam username at the top right corner of the screen. Then select "Account details." Your Steam ID can be found below your Steam username.

Networking must be enabled before communication. In the example project, click on 'Enable Networking,' which enables polling each tick for incoming messages.

In the example app, the steamId should be added to the top box and the message to the other box (right now, a random number is appended in the example project, which is easy to change.)

When communication occurs between two clients, the receiving client must accept the connection before messages can be sent between them. The example project automatically accepts all incoming connections/sessions. The channel number is now hardwired to 0, but it will change. Please try it out and let me know what you think!

More details on Steamworks networking messages:

partner.steamgames.com/doc/api/ISteamNetworkingMessages