Unity 各种平台SDK对接目录
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参考技术A 1、友盟数据统计SDK2、Google Firebase数据统计SDK
1、微信登录分享ShareSDK
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
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
完整SteamManager:
- // 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
在提交游戏之前先对内容上传软件进行配置:
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
app_build_自己的APPID.vdf, depot_build_自己的APPID.vdf
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
游戏测试无误的时候就双击runbuild.bat 等待上传成功了
注:博文转自http://blog.csdn.net/tonye129/article/details/54311481
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