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A question about porting to steam.
So this is probably a half steam half unity related question, but I am working on my game right now and I wanted to know what kind of things you will have to do to make it into a file that steam can deal with when you upload it to greenlight. To clarify my question, I DO NOT want hear about how unlikely it is that my game will get greenlit. Every other question people have asked on the subject that i could find has been answered in the following manner, "There is no way you are going to get greenlit, don't try". I don't care, I just want to know how to give my "shot to the moon" a chance. thank you in andvance.
Answer by tanoshimi · Jun 14, 2015 at 06:54 PM
Is this not covered in http://steamcommunity.com/workshop/about/?appid=765§ion=faq ?
I looked at that page which is where I first thought there is going to be some extra work near the end with this. I may be mistaken, but it claims that you need to have a program in C++ the language that they use, but I have been program$$anonymous$$g in C#, what unity uses. I am extremely inexperienced with just about everything, so they may have an automatic conversion or something similair, I just don't know.
"it claims that you need to have a program in C++".
No - in fact it states quite the opposite - There are no specific engine requirements for submitting your game to S$$anonymous$$m or using S$$anonymous$$mworks.
You are getting confused with the S$$anonymous$$mworks API, which is written in C++. It then states "if your game or application is written in another language, it may be possible for you to create a wrapper that can interface between the S$$anonymous$$mworks API and your product. For some languages, other game developers may have already written such wrappers " Like this.
Thank you so much, I know you are probably kile "no duh" but this is actually really helpful :)
Answer by vyonox · Apr 07, 2016 at 10:40 AM
Hi @jylehr,
Did you solve your question? I also hope to have a published game in Steam. There are more answers related to Steamworks, the API used to have access to Steam from your game. As far as I know, the best option is Steamworks.NET. It is a free and open source C# wrapper for Steamworks.
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