This is an Android Play Games Services plugin for Godot Game Engine 3.5.
If you want to use the old plugin version visit Old README file.
- Sign-in/Sign out
- Achievements
- Leaderboards
- Events
- Player Stats
- Player Info
- Saved Games
Before using this plugin please follow instructions on Setting Up Google Play Games Services official guide.
- Download
GodotPlayGamesServices.release.aar
andGodotPlayGamesServices.gdap
from releases page. - Move the plugin configuration file (
GodotPlayGamesServices.gdap
) and the binary (GodotPlayGamesServices.release.aar
) downloaded from the previous step to the Godot project's res://android/plugins directory. - Enable plugin by accessing
Project
->Export
, Plugins section. Follow the image. - Go to res://android/build directory. Add below lines to
AndroidManifest.xml
:
<meta-data android:name="com.google.android.gms.games.APP_ID"
android:value="@string/app_id" />
<meta-data android:name="com.google.android.gms.version"
android:value="@integer/google_play_services_version"/>
- In the same res://android/build directory,(if it is not already created) create
res
->values
->Strings.xml
. Add below lines toStrings.xml
:
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_id">ADD_YOUR_APP_ID</string>
</resources>
Replace ADD_YOUR_APP_ID with the app id that was generated after following instructions on Setting Up Google Play Games Services
Check demo project. In order demo project to work, replace ADD_YOUR_APP_ID with your own app id, and in Main.gd add your ids for achievements and leaderboards.
If there is no release for your Godot version, you need to generate new plugin .aar file.
Follow these instruction: official documentation.
In short follow these steps:
-
Download AAR library for Android plugins.
-
Copy .aar file to godot-lib.release/ and rename it to godot-lib.release.aar
-
Compile the project:
Open command window and cd into PGSGP direcory and run command below
-
Windows:
gradlew.bat assembleRelease
-
Linux:
./gradlew assembleRelease
-
-
Copy the newly created .aar file to your plugin directory:
app/build/outputs/aar/GodotPlayGamesServices.release.aar to [your godot project]/android/plugins/
First step is plugin initialization
var play_games_services
# Check if plugin was added to the project
if Engine.has_singleton("GodotPlayGamesServices"):
play_games_services = Engine.get_singleton("GodotPlayGamesServices")
# Initialize plugin by calling init method and passing to it a boolean to enable/disable displaying game pop-ups
var show_popups := true
play_games_services.init(show_popups)
# For enabling saved games functionality use below initialization instead
# play_games_services.initWithSavedGames(show_popups, "SavedGamesName")
# Connect callbacks (Use only those that you need)
play_games_services.connect("_on_sign_in_success", self, "_on_sign_in_success") # account_id: String
play_games_services.connect("_on_sign_in_failed", self, "_on_sign_in_failed") # error_code: int
play_games_services.connect("_on_sign_out_success", self, "_on_sign_out_success") # no params
play_games_services.connect("_on_sign_out_failed", self, "_on_sign_out_failed") # no params
play_games_services.connect("_on_achievement_unlocked", self, "_on_achievement_unlocked") # achievement: String
play_games_services.connect("_on_achievement_unlocking_failed", self, "_on_achievement_unlocking_failed") # achievement: String
play_games_services.connect("_on_achievement_revealed", self, "_on_achievement_revealed") # achievement: String
play_games_services.connect("_on_achievement_revealing_failed", self, "_on_achievement_revealing_failed") # achievement: String
play_games_services.connect("_on_achievement_incremented", self, "_on_achievement_incremented") # achievement: String
play_games_services.connect("_on_achievement_incrementing_failed", self, "_on_achievement_incrementing_failed") # achievement: String
play_games_services.connect("_on_achievement_info_loaded", self, "_on_achievement_info_loaded") # achievements_json : String
play_games_services.connect("_on_achievement_info_load_failed", self, "_on_achievement_info_load_failed")
play_games_services.connect("_on_leaderboard_score_submitted", self, "_on_leaderboard_score_submitted") # leaderboard_id: String
play_games_services.connect("_on_leaderboard_score_submitting_failed", self, "_on_leaderboard_score_submitting_failed") # leaderboard_id: String
play_games_services.connect("_on_game_saved_success", self, "_on_game_saved_success") # no params
play_games_services.connect("_on_game_saved_fail", self, "_on_game_saved_fail") # no params
play_games_services.connect("_on_game_load_success", self, "_on_game_load_success") # data: String
play_games_services.connect("_on_game_load_fail", self, "_on_game_load_fail") # no params
play_games_services.connect("_on_create_new_snapshot", self, "_on_create_new_snapshot") # name: String
play_games_services.connect("_on_player_info_loaded", self, "_on_player_info_loaded") # json_response: String
play_games_services.connect("_on_player_info_loading_failed", self, "_on_player_info_loading_failed")
play_games_services.connect("_on_player_stats_loaded", self, "_on_player_stats_loaded") # json_response: String
play_games_services.connect("_on_player_stats_loading_failed", self, "_on_player_stats_loading_failed")
After what plugin was initialized you can use supported features
play_games_services.signIn()
# Callbacks:
func _on_sign_in_success(account_id: String) -> void:
pass
func _on_sign_in_failed(error_code: int) -> void:
pass
play_games_services.signOut()
# Callbacks:
func _on_sign_out_success():
pass
func _on_sign_out_failed():
pass
var is_signed_in: bool = play_games_services.isSignedIn()
play_games_services.unlockAchievement("ACHIEVEMENT_ID")
# Callbacks:
func _on_achievement_unlocked(achievement: String):
pass
func _on_achievement_unlocking_failed(achievement: String):
pass
var step = 1
play_games_services.incrementAchievement("ACHIEVEMENT_ID", step)
# Callbacks:
func _on_achievement_incremented(achievement: String):
pass
func _on_achievement_incrementing_failed(achievement: String):
pass
var steps = 3
play_games_services.setAchievementSteps("ACHIEVEMENT_ID", steps)
# Callbacks:
func _on_achievement_steps_set(achievement: String):
pass
func _on_achievement_steps_setting_failed(achievement: String):
pass
play_games_services.revealAchievement("ACHIEVEMENT_ID")
# Callbacks:
func _on_achievement_revealed(achievement: String):
pass
func _on_achievement_revealing_failed(achievement: String):
pass
play_games_services.showAchievements()
play_games_services.loadAchievementInfo(false) # forceReload
# Callbacks:
func _on_achievement_info_load_failed(event_id: String):
pass
func _on_achievement_info_loaded(achievements_json: String):
var achievements = parse_json(achievements_json)
# The returned JSON contains an array of achievement info items.
# Use the following keys to access the fields
for a in achievements:
a["id"] # Achievement ID
a["name"]
a["description"]
a["state"] # unlocked=0, revealed=1, hidden=2 (for the current player)
a["type"] # standard=0, incremental=1
a["xp"] # Experience gain when unlocked
# Steps only available for incremental achievements
if a["type"] == 1:
a["current_steps"] # Users current progress
a["total_steps"] # Total steps to unlock achievement
var score = 1234
play_games_services.submitLeaderBoardScore("LEADERBOARD_ID", score)
# Callbacks:
func _on_leaderboard_score_submitted(leaderboard_id: String):
pass
func _on_leaderboard_score_submitting_failed(leaderboard_id: String):
pass
play_games_services.showLeaderBoard("LEADERBOARD_ID")
play_games_services.showAllLeaderBoards()
var increment_by := 2
play_games_services.submitEvent("EVENT_ID", increment_by)
# Callbacks:
func _on_event_submitted(event_id: String):
pass
func _on_event_submitted_failed(event_id: String):
pass
# Load all events
play_games_services.loadEvents()
# Or load events by given ids
play_games_services.loadEventsById(["EVENT_ID_1", "EVENT_ID_2", ...])
# Callbacks:
# If there is at least one event, following callback will be triggered:
func _on_events_loaded(events_array):
# Parse received string json of events using parse_json
var available_events = parse_json(events_array)
# Iterate through the events_list to retrieve data for specific events
for event in available_events:
var event_id = event["id"] # you can get event id using 'id' key
var event_name = event["name"] # you can get event name using 'name' key
var event_desc = event["description"] # you can get event name using 'description' key
var event_img = event["imgUrl"] # you can get event name using 'imgUrl' key
var event_value = event["value"] # you can get event name using 'value' key
# Triggered if there are no events:
func _on_events_empty():
pass
# Triggered if something went wrong:
func _on_events_loading_failed():
pass
var force_refresh := true # If true, this call will clear any locally cached data and attempt to fetch the latest data from the server.
play_games_services.loadPlayerStats(force_refresh)
# Callbacks:
func _on_player_stats_loaded(stats):
var stats_dictionary: Dictionary = parse_json(stats)
# Using below keys you can retrieve data about a player’s in-game activity
stats_dictionary["avg_session_length"] # Average session length
stats_dictionary["days_last_played"] # Days since last played
stats_dictionary["purchases"] # Number of purchases
stats_dictionary["sessions"] # Number of sessions
stats_dictionary["session_percentile"] # Session percentile
stats_dictionary["spend_percentile"] # Spend percentile
func _on_player_stats_loading_failed():
pass
play_games_services.loadPlayerInfo()
# Callbacks:
func _on_player_info_loaded(info):
var info_dictionary: Dictionary = parse_json(info)
# Using below keys you can retrieve player’s info
info_dictionary["display_name"]
info_dictionary["name"]
info_dictionary["title"]
info_dictionary["player_id"]
info_dictionary["hi_res_image_url"]
info_dictionary["icon_image_url"]
info_dictionary["banner_image_landscape_url"]
info_dictionary["banner_image_portrait_url"]
# Also you can get level info for the player
var level_info_dictionary = info_dictionary["level_info"]
level_info_dictionary["current_xp_total"]
level_info_dictionary["last_level_up_timestamp"]
var current_level_dictionary = level_info_dictionary["current_level"]
current_level_dictionary["level_number"]
current_level_dictionary["max_xp"]
current_level_dictionary["min_xp"]
var next_level_dictionary = level_info_dictionary["next_level"]
next_level_dictionary["level_number"]
next_level_dictionary["max_xp"]
next_level_dictionary["min_xp"]
func _on_player_info_loading_failed():
pass
var data_to_save: Dictionary = {
"name": "John",
"age": 22,
"height": 1.82,
"is_gamer": true
}
play_games_services.saveSnapshot("SNAPSHOT_NAME", to_json(data_to_save), "DESCRIPTION")
# Callbacks:
func _on_game_saved_success():
pass
func _on_game_saved_fail():
pass
play_games_services.loadSnapshot("SNAPSHOT_NAME")
# Callbacks:
func _on_game_load_success(data):
var game_data: Dictionary = parse_json(data)
var name = game_data["name"]
var age = game_data["age"]
#...
func _on_game_load_fail():
pass
var allow_add_button := true
var allow_delete_button := true
var max_saved_games_snapshots := 5
var saved_games_screen_title := "TITLE"
play_games_services.showSavedGames(saved_games_screen_title, allow_add_button, allow_delete_button, max_saved_games_snapshots)
#Godot callback
# If user clicked on add new snapshot button on the screen with all saved snapshots, below callback will be triggered:
func _on_create_new_snapshot(name):
var game_data_to_save: Dictionary = {
"name": "John",
"age": 22,
"height": 1.82,
"is_gamer": true
}
play_games_services.save_snapshot(name, to_json(game_data_to_save), "DESCRIPTION")
Check adb logcat
for debuging.
To filter only Godot messages use next command:
adb logcat -s godot