Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Networking with Steam?

Discussion in 'Multiplayer' started by UnbreakableOne, Sep 15, 2015.

  1. UnbreakableOne

    UnbreakableOne

    Joined:
    Nov 16, 2013
    Posts:
    168
    Hi,

    I'm porting my game to Steam and as I understood it doesn't need any networking library like UNET or anything for that matter.

    My problem is, how to change my Unity game to work with Steam's networking.

    Thanks
     
  2. mwrightmgt

    mwrightmgt

    Joined:
    Mar 27, 2015
    Posts:
    4
    You can use the .NET version of steamworks located here: https://github.com/rlabrecque/Steamworks.NET

    Review the steamworks docs on the Steam site, much of the same functionality exists even though their examples are in C++.

    Hopefully your game doesn't require many connections though cause Steams P2P networking is a bit limited. I think their spacewars example uses it but recommends only a max of 4 players.
     
  3. UnbreakableOne

    UnbreakableOne

    Joined:
    Nov 16, 2013
    Posts:
    168
    Thanks, I've seen steamworks.NET's crash course video. What I want to know is how to start doing networking with Steam with P2P model.
     
  4. Velcrohead

    Velcrohead

    Joined:
    Apr 26, 2014
    Posts:
    78
    If you don't mind me asking, does changing from UNet to Steamworks require a total overhaul of the networking?

    I'm currently in process of adding networking functionality, but with plans to eventually submit to greenlight and hopefully Steam, I might delay it if it means changing everything..
     
  5. Evil-Otaku

    Evil-Otaku

    Joined:
    Oct 17, 2012
    Posts:
    69
    I'm investigating this myself. But it looks like all of their API documentation is behind the $100 paywall.
     
  6. UnbreakableOne

    UnbreakableOne

    Joined:
    Nov 16, 2013
    Posts:
    168
    I actually have no idea how they translate but I think if you divide your game logically, they should be able to substitute, theoretically at least. Because all these do essentially is to move data across the net.