Steamworks.NET
MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
Steamworks.NET | MessagePack for C# (.NET, .NET Core, Unity, Xamarin) | |
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8 | 19 | |
2,579 | 5,288 | |
- | 1.4% | |
4.9 | 7.2 | |
about 2 months ago | 4 days ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
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Steamworks.NET
- How do you get more than four controllers to work with Steam Input and the new input system?
- Should I review my own game? (Still not published on Steam)
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Networking solution for a turn based strategy in Unity?
You have a lot of options for networking (yes, the example you mentioned works well under peer-to-peer). I ended up using Steamworks.NET because it's pretty directly tied to the Steam SDK. It also let me match to my friends right on Steam (guessing you and your friends use it).
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Photon Pun 2 Multiplayer Controlling the Same Player
using Photon.Pun; using Photon.Realtime; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; using Hashtable = ExitGames.Client.Photon.Hashtable; //Steamworks.Net repo - https://github.com/rlabrecque/Steamworks.NET.git?path=/com.rlabrecque.steamworks.net#20.1.0 public class PlayerController : MonoBehaviourPunCallbacks, IDamageable { [SerializeField] Image healthbarImage; [SerializeField] GameObject ui; [SerializeField] GameObject cameraHolder; [SerializeField] float mouseSensitivity, sprintSpeed, walkSpeed, jumpForce, smoothTime; public Slider sensSlider; public GameObject musicSource; [SerializeField] Item[] items; int itemIndex; int previousItemIndex = -1; float verticalLookRotation; Vector3 smoothMoveVelocity; Rigidbody rb; PhotonView PV; const float maxHealth = 100f; float currentHealth = maxHealth; PlayerManager playerManager; GunSystem gunSystem; public AudioSource damageSound; [Header("Movement")] private float moveSpeed; public float groundDrag; [Header("Jumping")] public float jumpCooldown; public float airMultiplier; bool readyToJump; [Header("Keybinds")] public KeyCode sprintKey = KeyCode.LeftShift; [Header("Ground Check")] public float playerHeight; public LayerMask whatIsGround; bool grounded; [Header("Slope Handling")] public float maxSlopeAngle; private RaycastHit slopeHit; private bool exitingSlope; public Transform orientation; float horizontalInput; float verticalInput; Vector3 moveDirection; public float slip; public float noSlip; Collider collider; public MovementState state; public enum MovementState { walking, sprinting, air } void Awake() { PV = GetComponent(); rb = GetComponent(); collider = GetComponent(); } void Start() { playerManager = PhotonView.Find((int)PV.InstantiationData[0]).GetComponent(); if (PV.IsMine) { EquipItem(0); } else { Destroy(GetComponentInChildren().gameObject); Destroy(rb); Destroy(ui); Destroy(musicSource); } readyToJump = true; mouseSensitivity = PlayerPrefs.GetFloat("Sensitivity", mouseSensitivity); sensSlider.value = mouseSensitivity; } void Update() { grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround); if(!Pause.isPaused) { MyInput(); } if(!PV.IsMine) { return; } else { if (grounded) rb.drag = groundDrag; else rb.drag = 0; } if(!PV.IsMine) return; if(!Pause.isPaused) { Look(); } for(int i = 0; i < items.Length; i++) { if(Input.GetKeyDown((i + 1).ToString())) { ResetItemIndex(); EquipItem(i); items[i].GetComponent().enabled = true; break; } } if(Input.GetAxisRaw("Mouse ScrollWheel") > 0f) { if(itemIndex >= items.Length - 1) { ResetItemIndex(); EquipItem(0); items[0].GetComponent().enabled = true; } else { ResetItemIndex(); EquipItem(itemIndex + 1); items[itemIndex].GetComponent().enabled = true; } } else if(Input.GetAxisRaw("Mouse ScrollWheel") < 0f) { if(itemIndex <= 0) { ResetItemIndex(); EquipItem(items.Length - 1); items[items.Length - 1].GetComponent().enabled = true; } else { ResetItemIndex(); EquipItem(itemIndex - 1); items[itemIndex].GetComponent().enabled = true; } } items[itemIndex].Use(); if(transform.position.y < -3f) // Die if you fall out of the world { Die(); } } void FixedUpdate() { if (!PV.IsMine) return; if(!Pause.isPaused) { SpeedControl(); StateHandler(); MovePlayer(); NoSlip(); } } private void Look() { if (!PV.IsMine) return; transform.Rotate(Vector3.up * Input.GetAxisRaw("Mouse X") * mouseSensitivity); verticalLookRotation += Input.GetAxisRaw("Mouse Y") * mouseSensitivity; verticalLookRotation = Mathf.Clamp(verticalLookRotation, -90f, 90f); cameraHolder.transform.localEulerAngles = Vector3.left * verticalLookRotation; } private void MyInput() { if (!PV.IsMine) return; horizontalInput = Input.GetAxisRaw("Horizontal"); verticalInput = Input.GetAxisRaw("Vertical"); // when to jump if(Input.GetButtonDown("Jump") && readyToJump && grounded) { readyToJump = false; Jump(); Invoke(nameof(ResetJump), jumpCooldown); } } void NoSlip() { if(rb.velocity.x == 0 && rb.velocity.y == 0 && rb.velocity.z == 0) { collider.material.dynamicFriction = noSlip; collider.material.staticFriction = noSlip; } else { collider.material.dynamicFriction = slip; collider.material.staticFriction = slip; } } private void StateHandler() { // Mode - Sprinting if(grounded && Input.GetKey(sprintKey) || Input.GetButton("XBOX_LJP")) { state = MovementState.sprinting; moveSpeed = sprintSpeed; } // Mode - Walking else if (grounded) { state = MovementState.walking; moveSpeed = walkSpeed; } // Mode - Air else { state = MovementState.air; } } private void MovePlayer() { // calculate movement direction moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput; // on slope if (OnSlope() && !exitingSlope) { rb.AddForce(GetSlopeMoveDirection() * moveSpeed * 20f, ForceMode.Force); if (rb.velocity.y > 0) rb.AddForce(Vector3.down * 80f, ForceMode.Force); } // on ground else if(grounded) rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force); // in air else if(!grounded) rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force); // turn gravity off while on slope rb.useGravity = !OnSlope(); } private void SpeedControl() { // limiting speed on slope if (OnSlope() && !exitingSlope) { if (rb.velocity.magnitude > moveSpeed) rb.velocity = rb.velocity.normalized * moveSpeed; } // limiting speed on ground or in air else { Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z); // limit velocity if needed if (flatVel.magnitude > moveSpeed) { Vector3 limitedVel = flatVel.normalized * moveSpeed; rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z); } } } private void Jump() { exitingSlope = true; // reset y velocity rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z); rb.AddForce(transform.up * jumpForce, ForceMode.Impulse); } private void ResetJump() { readyToJump = true; exitingSlope = false; } private bool OnSlope() { if(Physics.Raycast(transform.position, Vector3.down, out slopeHit, playerHeight * 0.5f + 0.3f)) { float angle = Vector3.Angle(Vector3.up, slopeHit.normal); return angle < maxSlopeAngle && angle != 0; } return false; } private Vector3 GetSlopeMoveDirection() { return Vector3.ProjectOnPlane(moveDirection, slopeHit.normal).normalized; } void EquipItem(int _index) { if(_index == previousItemIndex) return; itemIndex = _index; items[itemIndex].itemGameObject.SetActive(true); if(previousItemIndex != -1) { items[previousItemIndex].itemGameObject.SetActive(false); } previousItemIndex = itemIndex; if(PV.IsMine) { Hashtable hash = new Hashtable(); hash.Add("itemIndex", itemIndex); PhotonNetwork.LocalPlayer.SetCustomProperties(hash); } } public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps) { if(!PV.IsMine && targetPlayer == PV.Owner) { EquipItem((int)changedProps["itemIndex"]); } } public void TakeDamage(float damage) { PV.RPC("RPC_TakeDamage", RpcTarget.All, damage); } [PunRPC] void RPC_TakeDamage(float damage) { if(!PV.IsMine) return; damageSound.Play(); currentHealth -= damage; healthbarImage.fillAmount = currentHealth / maxHealth; if(currentHealth <= 0) { Die(); } } void Die() { playerManager.Die(); } public void Sensitivity() { mouseSensitivity = sensSlider.value; PlayerPrefs.SetFloat("Sensitivity", mouseSensitivity); } void ResetItemIndex() { for (int j = 0; j < items.Length; j++) { items[j].GetComponent().enabled = false; } } }
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Steamworks multiplayer - Godot vs Unity
I have a multiplayer game on steam made with Godot C# and Steamworks.NET wrapper https://steamworks.github.io/.
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Steamworks.NET issue with "ExchangeItems"
Hi, I am using Steamworks.NET for my game, I'm near releasing it and I have an issue. I use the "ExchangeItems" function for my game so players can earn cosmetics, The function consumes the crate (that the player opens), and the output is a generator with a bundle. The issue/error I get is: k_EResultFail, and the crate doesn't get consumed and I don't earn any items.
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I made a C# Steamworks.NET Template for macOS and Windows
I put together a repository you can borrow if you want to make a C# Godot game that uses Steamworks.NET on either Mac or Windows.
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How do you create a game with Steam Workshop in mind?
Also, C# wrapper https://github.com/rlabrecque/Steamworks.NET
MessagePack for C# (.NET, .NET Core, Unity, Xamarin)
- .NET 9 will be putting BinaryFormatter out to pasture
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Fury: 170x faster than JDK, fast serialization powered by JIT and Zero-copy
Given it's a binary serialization framework, it should not be too difficult, because the domain is well-explored and numerous libraries exist in C# which address same goals that Fury does.
More popular/newer examples are https://github.com/Cysharp/MemoryPack (which is similar to Fury with its own spec, C#-code first schema), https://github.com/MessagePack-CSharp/MessagePack-CSharp or even gRPC / Protobuf tooling https://github.com/grpc/grpc-dotnet
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Native AOT Overview
With Unity/IL2CPP stuff: For general-purpose serialization libraries like JSON, you sometimes need to provide hints to make sure types are included: https://github.com/jilleJr/Newtonsoft.Json-for-Unity/wiki/Fi...
For schema serialization on known types, there are codegen tools (i.e. moc for MessagePack): https://github.com/neuecc/MessagePack-CSharp
MessagePack is migrating to Rosalyn code generators, so basically invisible codegen. Cysharp's newer serialization library, MessagePack, already uses this: https://github.com/Cysharp/MemoryPack
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Dupes in bonelab?
Thanks, I'm sure I'll need it, though I do have my own platform with serialization set up already that I'm hoping I can port relatively easily (It's backended with MessagePack C# which is a lovely serializer for Unity.)
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Does MessagePack-CSharp support OneOf type?
In the Road map of features #119 for MessagePack-CSharp, they checked the box for:
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Dotnet API super slow?
Try MessagePack for serialization. It will help to reduce the size of the message and the time of serialization.
- Need persistent data across runs of your Unity game? Don't use PlayerPrefs for your game state! Here's how you can easily store your arbitrary game state in files instead.
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Practice resources for handling and optimizing large game data sets?
I mentioned JSON, but there are many formats that are much more efficient. I can mention FlatBuffers, MessagePack and ProtoBuf. These are the ones I've used myself, and personally I'm most comfortable with MessagePack and ProtoBuf. I don't think the performance would be an issue if you had to choose between these three, it's mostly the API that is different.
- any good binary serializers that are not assembly dependent
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LIVE: Otimizando aplicações .NET com MessagePack.
Biblioteca Nuget para C#
What are some alternatives?
Facepunch.Steamworks - Another fucking c# Steamworks implementation
Json.NET - Json.NET is a popular high-performance JSON framework for .NET
Steamworks.NET-Test - Test project for Steamworks.NET
Protobuf.NET - Protocol Buffers library for idiomatic .NET
MasterMemory - Embedded Typed Readonly In-Memory Document Database for .NET and Unity.
Protobuf - Protocol Buffers - Google's data interchange format
GameTemplate - C# Godot game template with Steamworks.NET ready out-of-the-box.
ZeroFormatter - Infinitely Fast Deserializer for .NET, .NET Core and Unity.
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
Msgpack-Cli - MessagePack implementation for Common Language Infrastructure / msgpack.org[C#]
FlatSharp - Fast, idiomatic C# implementation of Flatbuffers
Bois - Salar.Bois is a compact, fast and powerful binary serializer for .NET Framework. With Bois you can serialize your existing objects with almost no change.