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Overview
Having a fully functional multiplayer game?
Chances are, you want to release it on Steam. And you want to benefit from Steam's API, for example, by using its lobby system, instead of punching NAT holes.
Before continuing, I suggest reading/watching the below resources:
https://github.com/Facepunch/Facepunch.Steamworks
Clean and perfectly working!
Has fully functional lobby + friend + avatars
I highly suggest to read its code, if not use it outright to skip parts of this "tutorial"
https://github.com/phalasz/forgesteamworksexample
It includes the latest Steam SDK. Just follow the instructions, aka copy-paste it on your project, and write the code it says, on appropriate gameobjects.
https://wiki.facepunch.com/steamworks/Installing_For_Unity
Alternative link:
https://wiki.facepunch.com/steamworks/Setting_Up
It is good to see how it originally works, with steam_app_id etc etc
https://www.youtube.com/watch?v=o5-Y-5Dtg_c
Getting Started
Network Contract Wizard (NCW)
Remote Procedure Calls (RPCs)
Unity Integration
Basic Network Samples
Scene Navigation
Master Server
Netcoding Design Patterns
Troubleshooting
Miscellaneous
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Connection Cycle Events
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Rewinding
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Network Logging
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Working with Multiple Sockets
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Modify Master and Standalone servers
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NAT Hole Punching
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UDP LAN Discovery
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Offline Mode
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Ping Pong
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Lobby System
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Upgrading Forge Remastered to Develop branch or different version
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Forge Networking Classic to Remastered Migration Guide
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Script to easily use Forge Networking from sources
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Run Two Unity Instances with Shared Assets for Easiest Dedicated Client Workflow