

Which option you choose is, of course, up to you and your project’s needs. Anyone in that group will automatically have access to the workshop. For early testing I choose the second option, which requires a custom Steam group for your testers. The default setting will be enough for you, the developer, to upload files, but if you want your audience to be able to test the workshop your going to need to do more work. Next, we need to set the visibility state. And! They are not covered in the Facepunch Documentation. There’s a not that NEEDS to get set up in Steamworks, but there are a few things. If you are just getting started with Unity and C#, to be honest, this probably isn’t something that you should be trying to do until you get more experience. When it comes to topics like this… well… there is only so much hand holding that can be done. If you know of a better or easier way, leave me a comment, I always love to learn something new!

That’s just the way it is and I’m okay with that. I’m also sure there are some better ways to do what I’ve done. Now, I’m not going to look at how to handle the data and files that are uploading and downloading inside of your project as that’s almost 100% dependent on the type of files and how they’re being used in the individual project These are things that any and all implementation of the Steam Workshop will need to do - at least I think so. I’ll look at how to upload, download and update your workshop items. I’m going to try to talk about big ideas and point out the problems I had along the way. The main goal of this post is to give an example of how I implemented the Steam Workshop and not to give a step by step process for you to follow exactly - I actually don’t think it’s even possible since every game is so different. And those details can often depend on your projects needs and structure. As always the problems lie in the details. Well, sort of.įacepunch, provides some code snippets of how to upload and update a workshop item. The second problem that of the lack of documentation… Was seemly solved by using Facepunch Steamworks. With the type of content and a simple (singular) external file the first problem is largely solved. In my earlier post, I explained how I’m using “Easy Save” to save all the data from levels and store it as an external file. I already had a sandbox level built into the game, so turning that into a level editor really shouldn’t be too much of a stretch. With Where’s My Lunch it was easy to figure out the type of content.
