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In general it is OK but the separate client applications that were signed in to the same account will not be able to see each other’s multiplayer lobbies, messages, etc. However, we believe that no matter how hard we obfuscate the credentials, if someone is really determined to get them, they will find a way.Ĭan the game run multiple processes with multiple active connections to the GOG GALAXY network at the same time? With each process having its own Init() and SignInGalaxy()?

Should I obfuscate the client_id and client_secret in the game code? Calling it once a few seconds should be enough, although you may call it every frame, if needed. It is designed to impose a minimal overhead (a couple of microseconds at most). You can find them in the SDK Credentials button for a given game in the Games section of the Developer Portal. Client_id and client_secret are used for initializing GOG GALAXY during the galaxy::api::Init() call. What are the client_id and client_secret parameters and where can I get them for my game?Ĭlient_id is a unique identifier of your game in GOG GALAXY. If your problems persist, please contact our support team. Please check whether your GOG GALAXY client is running and you are logged in. If your account is ran by your publisher, please contact its administrator.
#GOG GALAXY STARTUP LICENSE#
Make sure you have the necessary privileges (license) for your game in the User Management section of the Developer Portal – the GOG GALAXY SDK will not initialize if your account does not have a valid license for the game. I keep getting authorization and/or galaxy::api::SignInGalaxy() errors Yes, it’s written in C# and you will find it in our GitHub repository. More in User Management.ĭo you have an example (a source code) of implementing the GOG GALAXY SDK in a game? How can I invite my team members to the Devportal? You will need to upload the demo build the same way you uploaded the main game. Please contact your Product Manager and ask about it.

We need to set up a separate SKU for that. See DLCs and Extras and contact your GOG Product Manager. How do I set up downloadable content (DLC) for my game?ĭLCs are either bundled with your base game during preparing game build in Build Creator or Pipeline Builder, or uploaded and released independently. After that, you can create and add a changelog to the build. You upload your build, using Build Creator or Pipeline Builder, and then publish the updated build on the Master branch. How do build updates get delivered and published? How can I add a changelog? It will be created after you upload your game build with Build Creator or Pipeline Builder and let us know it awaits our QA process. Please refer to the Games in Development article for more information. I want to send a preview build to GOG, how should I do this? We rely on our users keeping the GOG GALAXY client up to date, as it provides the most important components of the platform.įor any questions that are not covered by this FAQ, please contact our support team, or read the SDK documentation.
#GOG GALAXY STARTUP UPDATE#
Also, please make sure that you are using the latest production version of our GOG GALAXY client (after installing open it, let it update itself and then sign in). When you run into any problem, please first update to the newest version of the GOG GALAXY SDK. Lobby Management In Game: Examples of Implementationįrequently asked questions about the GOG GALAXY SDK integration Lobby Management in Main Menu: Examples of Implementation Lobby Browsing: Examples of Implementation Lobby Creation: Examples of Implementation Stats and Achievements: Example of Implementation Importing Achievements Using the Steam VDF File User Authentication Based On Other ServicesĪuthorizing GOG GALAXY Users in Third-Party Services Preparing Depots for macOS Application Bundle Our Recommendations for macOS Game Structure
