This is an Android Play Games Services plugin for Godot Game Engine 3.2.
- Sign-in/Sign out
- Achievements
- Leaderboards
- Events
- Player Stats
- Saved Games
- Set up the custom build environment for your project and enable it. See Godot Engine docs.
- Download and move
android-pgs-plugin
from the current repository intores://android/
of your godot project. - After downloading
android-pgs-plugin
, open it and go tores
->values
. Search forids.xml
and open it. ReplacePUT_YOUR_APP_ID_HERE
with your Games Services Application ID for theapp_id
resource. (Don't forget to save file) - In Godot Engine, go to
Project
->Project Settings
. Then on the tabGeneral
go to theAndroid
section, and fill theModules
part withorg/godotengine/godot/PlayGameServices
. See Godot Engine docs.
*Note: If you have already added one plugin to theModules
append the current one by separating them with comma (ex:xx/xx/Module1,org/godotengine/godot/PlayGameServices
)
*Note 2: If you have already added other plugin that hasmeta-data android:name="com.google.android.gms.version"
declared inside it'sAndroidManifest
, remove below lines from theandroid-pgs-plugin
->AndroidManifest.conf
file. (Don't forget to save file after removing below lines)
<meta-data android:name="com.google.android.gms.version"
android:value="@integer/google_play_services_version" />
Latest version could be found here (1.2.0).
First step is plugin initialization
var play_games_services
# Check if plugin was added to the project
if Engine.has_singleton("PlayGameServices"):
play_games_services = Engine.get_singleton("PlayGameServices")
# Initialize plugin by calling init method and passing to it get_instance_id() and a boolean to enable/disable displaying game pop-ups
var show_popups := true # For example, your game can display a “Welcome back” or an “Achievements unlocked” pop-up. true for enabling it.
var enable_save_games := true # If you want to enable Saved Games functionality. true for enabling it. If enabled, it will require additional Google Drive API permission from the user.
play_games_services.init(get_instance_id(), show_popups, enable_save_games)
After what plugin was initialized you can use supported features
play_games_services.sign_in()
# Callbacks:
func _on_sign_in_success(account_id: String) -> void:
pass
func _on_sign_in_failed(error_code: int) -> void:
pass
play_games_services.sign_out()
# Callbacks:
func _on_sign_out_success():
pass
func _on_sign_out_failed():
pass
play_games_services.unlock_achievement("ACHIEVEMENT_ID")
# Callbacks:
func _on_achievement_unlocked(achievement: String):
pass
func _on_achievement_unlocking_failed(achievement: String):
pass
var step = 1
play_games_services.increment_achievement("ACHIEVEMENT_ID", step)
# Callbacks:
func _on_achievement_incremented(achievement: String):
pass
func _on_achievement_incrementing_failed(achievement: String):
pass
play_games_services.reveal_achievement("ACHIEVEMENT_ID")
# Callbacks:
func _on_achievement_revealed(achievement: String):
pass
func _on_achievement_revealing_failed(achievement: String):
pass
play_games_services.show_achievements()
var score = 1234
play_games_services.submit_leaderboard_score("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.show_leaderboard("LEADERBOARD_ID")
play_games_services.show_all_leaderboards()
play_games_services.is_player_connected()
#Callback:
func _on_player_is_already_connected(is_connected: bool):
pass
var increment_by := 2
play_games_services.submit_event("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.load_events()
# Or load events by given ids
play_games_services.load_events_by_id(["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.load_player_stats(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
var data_to_save: Dictionary = {
"name": "John",
"age": 22,
"height": 1.82,
"is_gamer": true
}
play_games_services.save_snapshot("SNAPSHOT_NAME", to_json(data_to_save), "DESCRIPTION")
# Callbacks:
func _on_game_saved_success():
pass
func _on_game_saved_fail():
pass
play_games_services.load_snapshot("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
play_games_services.show_saved_games("SNAPSHOT_NAME", 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