8.7 KiB
OmegaLeo's Helper Library - Steamworks
Lightweight Steamworks helper library for C# game projects.
This package provides a simple Steam API wrapper for common tasks like initialization, callback processing, player name lookup, and achievements.
Features
- Simple Steam initialization via
SteamManager.Instance(usesSteamAPI_InitFlaton SDK 1.58+ and reports the error message inInitErrorMessage) - Configurable native library location with
SteamManager.ConfigureLibraryPath()(UnityPlugins/x86_64, custom folders) SteamManager.RestartAppIfNecessary()for launching through Steam- Per-frame manual callback dispatch with
SteamManager.Update(): callback subscriptions,OverlayActivatedevent and async call results (SteamManager.Instance.Callbacks) - Ownership, DLC and language queries via
SteamManager.Instance.Apps(ISteamApps) - Safe shutdown with
SteamManager.Shutdown() - Player persona name access with
SteamManager.GetSteamName() - Achievement helpers via
AchievementManager - Steam Workshop (UGC) helpers via
SteamManager.Instance.Ugc - Steam Remote Play helpers via
SteamManager.Instance.RemotePlay - Additional interface managers: Controller, Friends, GameServer, Input, Inventory, Matchmaking, Parties, RemoteStorage, Screenshots, UserStats, Utils, Video, and more.
- Includes native Steam runtime files in NuGet package
runtimes/
Installation
dotnet add package OmegaLeo.HelperLib.Steamworks
Quick Start
using OmegaLeo.HelperLib.Steamworks;
// Optional but recommended for local/editor runs.
SteamManager.ConfigureAppId(480); // Replace with your real AppId.
var steam = SteamManager.Instance;
if (steam.IsSteamworksInitialized)
{
Console.WriteLine($"Welcome {steam.GetSteamName()}");
}
// Call this in your game loop (Unity Update, Godot _Process, etc.)
steam.Update();
var achievements = new AchievementManager();
achievements.UnlockAchievement("ACH_FIRST_WIN");
// Steam Workshop (UGC) example
var subscribedIds = steam.Ugc.GetSubscribedItems();
// Steam Remote Play example
var remotePlaySessionCount = steam.RemotePlay.GetSessionCount();
steam.Shutdown();
More API Examples
var steam = SteamManager.Instance;
// Friends / rich presence
steam.Friends.SetRichPresence("status", "In Match");
steam.Friends.SetRichPresence("map", "Arena_01");
var friendName = steam.Friends.GetFriendPersonaName(76561198000000000UL);
var friendStatus = steam.Friends.GetFriendRichPresence(76561198000000000UL, "status");
// Remote storage
var saveBytes = System.Text.Encoding.UTF8.GetBytes("save-data-v1");
steam.RemoteStorage.FileWrite("save_slot_1.dat", saveBytes);
if (steam.RemoteStorage.FileRead("save_slot_1.dat", out var loadedBytes))
{
var loadedText = System.Text.Encoding.UTF8.GetString(loadedBytes);
}
// User stats
steam.UserStats.SetStatInt32("KILLS", 25);
steam.UserStats.StoreStats();
steam.UserStats.RequestGlobalStats(7);
// UGC update convenience APIs (existing item)
var options = new SteamUgcItemUpdateOptions
{
Title = "My Workshop Item",
Description = "Updated description.",
Tags = new[] { "map", "coop" },
ContentFolder = "/absolute/path/to/content",
PreviewFile = "/absolute/path/to/preview.png"
};
var submitCallHandle = steam.Ugc.UpdateItem(480, 123456789012345678UL, options, "Updated content", out var failedStep);
// Fluent session alternative
var session = steam.Ugc.BeginUpdateSession(480, 123456789012345678UL)
.WithTitle("My Workshop Item")
.WithDescription("Updated description")
.WithTags("map", "coop")
.WithContentFolder("/absolute/path/to/content")
.WithPreviewFile("/absolute/path/to/preview.png");
var submitCallHandle2 = session.Submit("Updated content", out var failedStep2);
// Ownership / language (ISteamApps)
bool ownsDemo = steam.Apps.BIsSubscribedApp(480);
bool hasDlc = steam.Apps.BIsDlcInstalled(123456);
string language = steam.Apps.GetCurrentGameLanguage(); // "english", "portuguese", ...
Callbacks and async call results
SteamManager.Update() runs Steam's manual dispatch loop (SteamAPI_ManualDispatch_*). Callbacks and async call results are delivered from Update(), on the thread that calls it. If the loaded steam_api has no manual dispatch exports, or you call SteamManager.ConfigureManualDispatch(false) before Instance, Update() falls back to SteamAPI_RunCallbacks and no events or results are delivered. The library never runs both.
var steam = SteamManager.Instance;
// Typed overlay event (GameOverlayActivated_t)
steam.OverlayActivated += overlay => Console.WriteLine($"Overlay open: {overlay.Active}");
// Any callback by id, with the raw payload
IDisposable sub = steam.Callbacks.Subscribe(SteamCallbackIds.GameOverlayActivated, data =>
{
bool active = data.ReadBoolean(0);
});
sub.Dispose(); // unsubscribe
// Workshop results: callback style...
steam.Ugc.SubmitItemUpdate(updateHandle, "Patch notes", result =>
{
if (result.IsSuccess) Console.WriteLine($"Uploaded {result.PublishedFileId}");
if (result.UserNeedsToAcceptWorkshopLegalAgreement) { /* show the agreement link */ }
});
steam.Ugc.CreateItem(480, 0 /* k_EWorkshopFileTypeCommunity */, created => { /* created.PublishedFileId */ });
steam.Ugc.SendQueryUgcRequest(queryHandle, query => { /* query.NumResultsReturned */ });
// ...or awaitable (keep calling Update() while waiting)
var query = await steam.Ugc.SendQueryUgcRequestAsync(queryHandle);
// Any other SteamAPICall_t handle
var raw = await steam.Callbacks.WaitForCallResultAsync(apiCallHandle);
if (!raw.IoFailure) { int eResult = raw.ReadInt32(0); }
Callback structs use 8-byte packing on Windows and 4-byte packing on Linux, Steam Deck and macOS, which moves 64-bit fields in some structs. The typed results handle this. When you parse a raw payload yourself, check SteamCallbackDispatcher.UsesLargeCallbackPack.
Using in Unity
The library has no Unity references; add the DLLs and the Steam native libraries (steam_api64.dll for Windows, libsteam_api.so for Linux) to Assets/Plugins/x86_64/ and set their platforms in the import settings. Keep all Steam code behind your Steam-off define (for example DISABLESTEAMWORKS) so itch / Microsoft Store builds don't touch it.
#if !DISABLESTEAMWORKS
using System.IO;
using OmegaLeo.HelperLib.Steamworks;
using UnityEngine;
public class SteamBootstrap : MonoBehaviour
{
private const uint AppId = 480; // your AppId (full game and demo have different ids)
private void Awake()
{
DontDestroyOnLoad(gameObject);
// Player: <Game>_Data/Plugins/x86_64 (some Linux layouts use <Game>_Data/Plugins).
// Editor: Application.dataPath is Assets/, so this finds Assets/Plugins/x86_64.
SteamManager.ConfigureLibraryPath(Path.Combine(Application.dataPath, "Plugins", "x86_64"));
SteamManager.ConfigureLibraryPath(Path.Combine(Application.dataPath, "Plugins"));
#if !UNITY_EDITOR
// Relaunch through Steam when started from the exe. Call before ConfigureAppId.
if (SteamManager.RestartAppIfNecessary(AppId))
{
Application.Quit();
return;
}
#endif
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// Editor/dev only: writes steam_appid.txt. Shipped builds get the AppId from Steam.
SteamManager.ConfigureAppId(AppId, writeSteamAppIdFile: true);
#endif
var steam = SteamManager.Instance;
if (!steam.IsSteamworksInitialized)
{
Debug.LogWarning($"Steam not available: {steam.InitErrorMessage}");
return;
}
steam.OverlayActivated += OnOverlayActivated;
}
private void Update()
{
SteamManager.Instance.Update(); // every frame, main thread
}
private void OnOverlayActivated(SteamOverlayActivated overlay)
{
Time.timeScale = overlay.Active ? 0f : 1f; // or your own pause logic
}
private void OnApplicationQuit()
{
SteamManager.Instance.OverlayActivated -= OnOverlayActivated;
SteamManager.Instance.Shutdown();
}
}
#endif
Pass an ILogger to SteamManager.ConfigureLogger (a small adapter around Debug.Log) to see which library path loaded and why init failed.
Notes
- Steam must be running and your app must be launched in a valid Steam context.
- Configure your AppId, library path and dispatch mode before first access to
SteamManager.Instance. ConfigureAppId(appId)only sets theSteamAppId/SteamGameIdenvironment variables. UseConfigureAppId(appId, writeSteamAppIdFile: true)to also writesteam_appid.txt(development only; a shipped build with that file skipsRestartAppIfNecessary).SteamManager.Update()should be called continuously during runtime.- If Steam is unavailable,
GetSteamName()falls back to"Player".
License
Open source under the AGPL v3 License. See the repository LICENSE for details.