Closed NoSleepKid closed 2 months ago
You can do this by checking if the SteamID of the current session matches the developer id. The simplest implementation is to collect a list of SteamIDs of the team members, put them in an array, and whenever you need to check, just confirm that SteamClient.SteamId
exists in that array.
Another, and I think more ideal, approach is to integrate with the steam public api, where you check if SteamClient.SteamId
is in a specific group that you manage. That way, even after release, you can change the developer list without rebuilding the codebase.
Example:
https://steamcommunity.com/groups/Valve/memberslistxml/?xml=1
For more information:
https://partner.steamgames.com/documentation/community_data
You can do this by checking if the SteamID of the current session matches the developer id. The simplest implementation is to collect a list of SteamIDs of the team members, put them in an array, and whenever you need to check, just confirm that
SteamClient.SteamId
exists in that array.Another, and I think more ideal, approach is to integrate with the steam public api, where you check if
SteamClient.SteamId
is in a specific group that you manage. That way, even after release, you can change the developer list without rebuilding the codebase.Example:
https://steamcommunity.com/groups/Valve/memberslistxml/?xml=1
For more information:
https://partner.steamgames.com/documentation/community_data
be careful not to do the checking on the client
Okay! This sounds great!
You can do this by checking if the SteamID of the current session matches the developer id. The simplest implementation is to collect a list of SteamIDs of the team members, put them in an array, and whenever you need to check, just confirm that
SteamClient.SteamId
exists in that array. Another, and I think more ideal, approach is to integrate with the steam public api, where you check ifSteamClient.SteamId
is in a specific group that you manage. That way, even after release, you can change the developer list without rebuilding the codebase. Example:https://steamcommunity.com/groups/Valve/memberslistxml/?xml=1
For more information:
https://partner.steamgames.com/documentation/community_data
be careful not to do the checking on the client
Of course, it's better to build a specific version or publish a dlc/workshop item. If you use the workshop channel, you can configure it to only allow friends of the owner to download it, you can create a dedicated account for the extension containing the devtools, and add friends with the admins.
If your game/app is really concerned about security, this is a viable and accessible way.
I'm trying to integrate developer tools in my game. And i was wondering if i can have a better way of checking if the player is a developer/publisher of the game or not without having to make a developer build or whatever so i can use the developer tools on any version of my game from any location by just being in my account using facepunch in unity.