Epic Online Services for Godot. Use as C++ SDK or compile as GDScript SDK.
- OOP and Godot Style, all APIs have been typed as far as possible.
- Almost APIs are generated from EOS C SDK, you can refer Epic Online Services document directly.
EOSMultiplayerPeer
for godot multiplayer.
This project is cost a lot of time and effort, if it can help you, please buy me a coffee.
- EOS-SDK-36651368-v1.16.4
- EOS-SDK-Android-32303053-v1.16.3
- EOS-SDK-32303053-v1.16.3
Outdated
- EOS-SDK-32273396-v1.16.2
- EOS-SDK-27379709-v1.16.1
- EOS-SDK-Android-27379709-v1.16.1
Video Tutorial: https://youtu.be/7CHBd7MAiu0 (pull this repo, get EOS SDK, compile, run the demo project.)
-
Get
GD-EOS
plugin:- Download pre-compiled plugin from release page.
- Compile by yourself.
-
Install it like regular Godot plugin.
-
Initialize EOS correctly, then you can use singletons of EOS. Here is a simple example:
extends Node # EOS settings, you can get these from your epic developer portal. # For publishing, it is better not to store in clear text. @export var product_name: String = "" @export var product_version: String = "" @export var product_id: String = "" @export var sandbox_id: String = "" @export var deployment_id: String = "" @export var client_id: String = "" @export var client_secret: String = "" @export var encryption_key: String = "" func _ready() -> void: # Initialize EOS var init_options := EOSInitializeOptions.new() init_options.product_name = product_name init_options.product_version = product_version var result_code: EOS.Result = EOS.initialize(init_options) if result_code != EOS.Success: printerr("Initialize EOS failed: ", EOS.result_to_string(result_code)) return # Setup Logging. EOS.set_logging_callback(_eos_log_callback) EOS.set_log_level(EOS.LC_ALL_CATEGORIES, EOS.LOG_Info) # Create platform var create_options := EOSPlatform_Options.new() create_options.product_id = product_id create_options.sandbox_id = sandbox_id create_options.deployment_id = deployment_id create_options.client_credentials = EOSPlatform_ClientCredentials.new() create_options.client_credentials.client_id = client_id create_options.client_credentials.client_secret = client_secret create_options.encryption_key = encryption_key create_options.flags = EOSPlatform.PF_WINDOWS_ENABLE_OVERLAY_OPENGL EOSPlatform.platform_create(create_options) # Log callback. static func _eos_log_callback(category: String, message: String, level: EOS.LogLevel) -> void: var msg: String = "[%s]: %s" % [category, message] if level >= EOS.LOG_Info: print(msg) elif level >= EOS.LOG_Warning: print_rich("[color=yellow]%s[/color]" % msg) elif level >= EOS.LOG_Error: print_rich("[color=orange]%s[/color]" % msg) else: printerr(msg)
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Now, you can use all functions of EOS, please refer Epic Online Services' document for more details.
Video Tutorial: https://youtu.be/7CHBd7MAiu0 (pull this repo, get EOS SDK, compile, run the demo project.)
- Enable required features for you product in developer portal. For convenience, you can enable all features of your client policy, or use the redefine policy "Peer2Peer".
- Set your product parameters to the root node of "main.tscn" scene.
- Prepare two Epic accounts; or use one Epic Account and use two login way at the same time which describe below.
- Run project with two instances to login:
- Set "External Credential Type" to "EPIC":
- Set "Login Credential Type" to "AccountPortal":
- You should ensure your EPIC Account is added to your organization member, and have a appropriate role.
- The permissions of your application in Epic Account Services should enable "Basic Profile", "Online Presence", "Friend", but "Country" should keep disabled. Keep "Id" and "Token" empty, click "Login" button an jump to external browser to request authentification.
- Set "Login Credential Type" to "Developer",you need to login your Epic Accounts with token in DevAuthTool which in the "Tools" folder of EOS SDK.
- Set "Id" to the address of DevAuthTool,for example:
localhost:8081
- Set "Token" to the token of your account which is defined in DevAuthTool.
- Set "Login Credential Type" to "AccountPortal":
- Set "External Credential Type" to "DEVICESSID_ACCESS_TOKEN": It will create a token which relate your device.
- Set "External Credential Type" to "EPIC":
- After login, user "Create" button to create a lobby in one instance, then click "Refresh" button to get lobby list, select a lobby and join it by "Join" button.
- Now, the two instances should be able to play together.
Video Tutorial: https://youtu.be/7CHBd7MAiu0 (pull this repo, get EOS SDK, compile, run the demo project.)
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Clone this repo with submodule (godot-cpp).
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Download EOS C SDK from Epic Developer Portal, and place is at "thirdparty/eos-sdk". (Because I have not right to redistribute it).
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Setup your enviroment. In orther words, you need
python3.9(or later version)
,scons
, and an appropriate c++ compiler. Additionally, you need ndk to compile for android. -
Navigate to this project root, and run commands below:
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For debug build:
scons platform=windows target=template_debug debug_symbols=yes
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For release build:
scons platform=windows target=template_release
More detail of compile commands, please refer to godot-cpp's compile system. If you change the output library name by using compile options, please modify "demo/addons/gd-eos/gdeos.gdextension" to fit your library name.
-
-
Last, you can get the compiled addon which is located at "demo/addons/gd-eos/".
Additionally, if you compile with godot-cpp 4.3(or later version) and use Godot 4.3(or later version), you can generate and compile with editor documents: 6. Run command below to generate/update document files of this plugin:
Godot_v4.3-stable_win64.exe --path demo --doctool .. --gdextension-docs
You should replace "Godot_v4.3-stable_win64.exe" to your Godot editor's executable file.
- Compile again like step 4.
- Now,you can refer classes' document of this plugin in Godot editor help like native Godot classes.
NOTE: the generated documents is extracted and modified procedurally from the source EOS-SDK, so it may not be accurate, just for reference.
Since EOS-SDK allows multiple users to log in simultaneously, you will frequently encounter APIs that require passing in a local_user_id
to determine which local user is calling the interface. However, in game developing, we generally only use one local user. To reduce this inconvenience, this plugin can be compiled with the assume_only_one_local_user=yes
flag to create the AOOLU (Assume Only One Local User) version.
In this version, apart from the EOSAuth
and EOSConnect
interfaces, the local_user_id
parameter is hidden in most of the other APIs, and the parameter is filled internally when needed( the usage of the EOSAuth
and EOSConnect
interfaces is the same as in the non-AOOLU version, because you might need to manager the linkage between different accounts).
To use this version, you must useEOSConnect.login()
to set an EOSProductUserId
as the local user ID internally, and use EOSAuth.login()
to set an EOSEpicAccountId
as the local user ID internally (if you log in with different accounts multiple times, the local user ID will be set to the last logged-in user). Otherwise, when calling other APIs, it will return EOS.Result.InvalidParameters
and throw an appropriate error message as a prompt.
By the way, you can use EOSProductUserId.get_local()
and EOSEpicAccountId.get_local()
to get current local user id, but don't release the return value of these interfaces manually!!.
- If you want to use overlay (only available for Windows), pay attention to the settings of the renderer.
- About Android exporting, if you use precompiled binary library, you need to download
EOS-SDK-Android-32303053-v1.16.3
(pay attention to the version) from epic developer portal for getting "aar" file (again, I have not right to dispatch SDK). XxxAttributeData.Key
will be converted to upper case when transferring to remote peer, you should not use lower characters in your key.- It is not recommended to use
1.16.1
or previous version, because1.16.2
fixed many bugs. - Only the first user who use
EOSConnect
interface to login can useEOSMultiplayerPeer
andEOSMultiplayerMediator
(the EOS SDK allow multiple users to login in one process. You can see many APIs determine user by passing alocal_user_id
argument).
Video Tutorial:https://youtu.be/Sh08JCT1lhg (Exporting for Android)
-
Download "EOS Android SDK 1.16.3(or 1.16.2, but not recommend)" from Epic Developer Portal, unzip it and put its
SDK
folder under thethirdparty/eos-sdk
directory, then compile this plugin:scons platform=android target=tempalte_debug ANDROID_HOME="path/to/your/android/sdk" scons platform=android target=tempalte_release ANDROID_HOME="path/to/your/android/sdk"
After compiling, copy the plugin to your Godot Project.
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Follow the tutorial Gradle builds for Andriod, generate an android project at
res://android/build
. -
Configure your android project by following the Epic Online Services document.
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Add
SDK/Bin/Android/static-stdc++/aar/eossdk-StaticSTDC-release.aar
, assign its configuration asimplementation
, as dependency to your android project. -
Add other dependencies which required by "EOS Andoird SDK". At last, the
dependencies
section inbuild.gradle
file will like this:dependencies { // Other dependencies... // EOS dependencies... implementation files('path\\to\\static-stdc++\\aar\\eossdk-StaticSTDC-release.aar') implementation 'androidx.appcompat:appcompat:1.5.1' implementation 'androidx.constraintlayout:constraintlayout:2.1.4' implementation 'androidx.security:security-crypto:1.0.0' implementation 'androidx.browser:browser:1.4.0' }
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Add your "ClientId" of your Product to android configuration:
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Follow the Epic Document, add it to
string.xml
. -
Or add it to the sub section
defaultConfig
of the sectionsandroid
inbuild.gradle
file:android { ... other code defaultConfig { ... other code // This is needed by EOS Android SDK String ClientId = "PUT YOUR EOS CLIENT ID HERE" resValue("string", "eos_login_protocol_scheme", "eos." + ClientId.toLowerCase()) } }
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According to the requirement of "EOS Android SDK", update the
minSdk
to23
. -
Modify
src/com/godot/game/GodotApp.java
:- Load
EOSSDK
library. - Initialize
EOSSDK
. At last, it will like this:
package com.godot.game; import com.epicgames.mobile.eossdk.EOSSDK; // added import org.godotengine.godot.GodotActivity; import android.os.Bundle; public class GodotApp extends GodotActivity { static { // added System.loadLibrary("EOSSDK"); // added } // added @Override public void onCreate(Bundle savedInstanceState) { EOSSDK.init(getActivity()); // added setTheme(R.style.GodotAppMainTheme); super.onCreate(savedInstanceState); } }
- Load
-
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Add a new Android exporting profile, enabled
Use Gradle Build
inGradle Build
section, and updateMin SDK
to23
. Enable required permissions for "EOS Android SDK":ACESSS_NETWORK_STATE
,ACCESS_WIFI_STATE
andINTERNET
. Fill other information if needs. -
You can export Android APK if there have not problem.
This repo is lack of testing. The name of Apis may be changed in later version.
- Detect deprecated members instead of hard coding.
- Generate typed callback apis for c++ user.
- Add ios build.
- Thanks to Delano Lourenco.The Godot multiplayer mechanism is base on epic-online-servies-godot.
- Welcome to submit any pr for bug fix or improvement.