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Auto Upload build to Steam Deck from Unity build
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// Wes Jurica - 2022 | |
// This is free and unencumbered software released into the public domain. | |
// Anyone is free to copy, modify, publish, use, compile, sell, or | |
// distribute this software, either in source code form or as a compiled | |
// binary, for any purpose, commercial or non-commercial, and by any | |
// means. | |
// In jurisdictions that recognize copyright laws, the author or authors | |
// of this software dedicate any and all copyright interest in the | |
// software to the public domain.We make this dedication for the benefit | |
// of the public at large and to the detriment of our heirs and | |
// successors.We intend this dedication to be an overt act of | |
// relinquishment in perpetuity of all present and future rights to this | |
// software under copyright law. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | |
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
// IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR | |
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, | |
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR | |
// OTHER DEALINGS IN THE SOFTWARE. | |
// For more information, please refer to<https://unlicense.org> | |
using System.Collections; | |
using Unity.EditorCoroutines.Editor; | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
// Check "Auto upload" in the Title Upload tab of the Steam Devkit Management Tool. | |
// Enter "Name" from Steam Devkit Management Tool here in SteamDeckBuildJson class. | |
// Then add this script to and "Editor" folder in your project. | |
// After your project is built, the tool will atempt to install the game on your Steam Deck. | |
public static class PostBuildRunScript | |
{ | |
static PostUploadToSteamDeckCoroutine postCoroutine; | |
[PostProcessBuild(1000)] | |
public static void UploadToSteamDeck(BuildTarget target, string pathToBuiltProject) | |
{ | |
if (target == BuildTarget.StandaloneWindows64) | |
{ | |
postCoroutine = new PostUploadToSteamDeckCoroutine(); | |
postCoroutine.Start(); | |
} | |
} | |
[System.Serializable] | |
public class SteamDeckBuildJson | |
{ | |
public string type = "build"; | |
public string status = "success"; | |
public string name = "RXC_Release"; // Enter "Name" from Steam Devkit Management Tool here | |
} | |
public class PostUploadToSteamDeckCoroutine | |
{ | |
public void Start() | |
{ | |
EditorCoroutineUtility.StartCoroutine(PostUploadToSteamDeck(), this); | |
} | |
} | |
static IEnumerator PostUploadToSteamDeck() | |
{ | |
string json = JsonUtility.ToJson(new SteamDeckBuildJson()); | |
byte[] bytes = System.Text.Encoding.UTF8.GetBytes(json); | |
using (UnityWebRequest webRequest = UnityWebRequest.Post("http://127.0.0.1:32010/post_event", "")) | |
{ | |
using (UploadHandlerRaw uH = new UploadHandlerRaw(bytes)) | |
{ | |
webRequest.uploadHandler = uH; | |
webRequest.SetRequestHeader("Content-Type", "application/json"); | |
yield return webRequest.SendWebRequest(); | |
if (webRequest.result == UnityWebRequest.Result.ConnectionError || webRequest.result == UnityWebRequest.Result.ProtocolError) | |
{ | |
if (webRequest.error.Equals("Cannot connect to destination host")) | |
{ | |
Debug.Log("Steam Deck upload error: Cannot connect to Steam Deck. Is SteamOS Devkit Client running?"); | |
} | |
else if (webRequest.error.Equals("HTTP/1.1 500 Internal Server Error")) | |
{ | |
Debug.Log("Steam Deck upload error: Cannot connect to Steam Deck. Is the Steam Deck powered on and in Game Mode?"); | |
} | |
else | |
{ | |
Debug.Log("Steam Deck upload error: " + webRequest.error); | |
} | |
} | |
else | |
{ | |
Debug.Log("Uploaded to Steam Deck"); | |
} | |
} | |
} | |
} | |
} |
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