Steam’s SDK has a variety of tools but in most cases you’ll only need one: the Content Builder. Now that you’ve finished editing the settings on the Steamworks Dashboard, grab the latest version of the Steam SDK from here. It should be on the far left of the depot settings. For the most part, you can leave the default settings alone. If there isn’t, click the “Add New Depot” button to add a new depot. Go to “Steampipe -> Depots” and make sure there is at least one. You can also change the “Operating System” option to your game’s target operating system.īefore continuing, you should also make sure you have a depot. It should look something like “YourGameName.exe”. Edit this launch option and enter the name of your game’s build executable exactly including the file extension. If there isn’t a “Launch Option” there already, click the “Add new launch option” button to add one. Open up your Steamworks Dashboard and navigate to “Your Game Name -> Edit Steamworks Settings -> Installation -> General Installation”. First of all, you’ll need to change a few settings on the Steam Dashboard so Steam knows what to do when launching your game. Today I’ll be focusing on Depots and Builds and how you can upload your game builds to Steam for testing. Also make sure to open the ‘steam_appid.txt’ in your Unity project root and replace the default ID with your game ID. To get started, all you need to do is download the latest release, import it into your assets and attach the SteamManager script to a GameObject in your starting scene. For this series, I’ll be using the Steamworks.NET C# wrapper. Well in this mini series, I’m going to be going over the main features of Steamworks and how to implement them in to your game. It’s powerful and useful but you don’t know where to start. But the Steamworks API can be intimidating. So, you’re working on your Unity game and you’re getting ready to release it on Steam.
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