Steam transport Integration#827
Conversation
|
May I suggest https://github.com/ValveSoftware/GameNetworkingSockets so the networking under this backend can be tested without needing Steamworks API |
I agree this could be useful for transport-level testing without requiring Steamworks initialization/AppId. For PR I kept the scope focused on the actual Steamworks path because the goal is Steam lobbies, invites, and Steam relay integration. GameNetworkingSockets sounds like a good follow-up as a separate test/non-Steam backend, but I would not want to mix that into this PR and expand the scope. |
|
finally getting to this: public static Action OnUpdate; points at a larger issue with the steam intergration package that its tied down to the main thread and consumes time on main thread any reason its on main thread? |
I kept it on the main thread because Steamworks callbacks run on the caller thread, and the current callback path touches lifecycle state i think the architecture could be improved in future |
|
oki in that case is there a better spot for the event? |
cleaner path might be to call BasisNetworkStackRegistry.TickActive from the existing network update path and remove the extra OnUpdate hook. |

Summary
This PR adds a new embedded
com.basis.steamtransportpackage for Steam networking support on top of the new multi-network stack.The package registers a
steamnetwork stack and adds Steam lobby creation/joining, Steam relay transport, invite handling, lobby metadata, and a Steam Lobbies panel in the Basis menu. The existing LiteNetLib/default networking path is left intact.I kept changes outside the Steam package as small as possible. The only shared Basis changes are:
OnUpdatehook inBasisEventDriverso Steam callbacks and transport polling can run through the existing event driverBasisNetworkShellso a customNetManagercan raise network events without reflectionRequired checks
All boxes below must be ticked before this PR can merge. If a check is genuinely N/A, tick it anyway and explain under Notes.
TransformAccessArrayor are otherwise batched. I have not added per-frametransform.position/transform.rotation/transform.localPositioncalls inside loops. Whenever I need both position and rotation, I use the combined APIs —SetPositionAndRotation/SetLocalPositionAndRotationfor writes,GetPositionAndRotation/GetLocalPositionAndRotationfor reads — instead of two separate property accesses; the combined call does one local-to-world matrix traversal instead of two.Resources.Load, no direct asset references that pull large content into memory on scene load.GetComponent/AddComponentwhere avoidable — Where unavoidable, the result is cached on a field, and anyGetComponent<T>is replaced withTryGetComponent<T>(out var x)— bareGetComponentwill be denied.TryGetComponentis the modern API (Unity 2019.2+) and skips the Editor-only GC allocationGetComponentcauses when a component is missing: Unity wraps thenullreturn in a managed "fake null" object so its overloaded==operator can still detect destroyed C++ objects, and constructing that wrapper allocates;TryGetComponentreturns aboolplusoutparameter and never builds the wrapper. None of these calls run insideUpdate,LateUpdate,FixedUpdate, jobs, or other per-frame code paths.BasisEventDriver— Any new per-frame work hooks intoBasisEventDriverrather than adding standaloneUpdate/LateUpdate/FixedUpdatecallbacks on a MonoBehaviour.{ get; set; }properties or access lockdowns — Public fields are fine; Basis is meant to be read and modified freely, so don't wall things offprivate/internalwithout a real reason. Don't wrap a field in{ get; set; }when the accessors do nothing — property accessors have a real performance cost vs direct field access, and the lead maintainer prefers plain fields (or a method / setter-only property when only the setter needs logic) over a noop-getter pair. For.Instancesingletons, callers reassigningType.Instanceis allowed; if that would break your code, log a warning or throw — don't block the assignment. Locking down access is not your call.BasisLocalCameraDriver— Code that needs the local camera (transform, projection, rig data, etc.) pulls it fromBasisLocalCameraDriverrather than looking one up itself. Don't roll a separate camera discovery path.BasisDebug— All new logging calls go throughBasisDebug.Log/BasisDebug.LogWarning/BasisDebug.LogError(with an appropriateLogTag) instead ofUnityEngine.Debug.Log/Debug.LogWarning/Debug.LogError.BasisDebugroutes through Basis's tagged, color-coded logger and respects the project-wideLoggingDisabledtoggle so logging can be killed at runtime; bareDebug.Logcalls bypass that and will be denied.FindObjectOfType/FindObjectsOfType/GameObject.Find/FindGameObjectsWithTagto locate what it depends on. References are wired in — registered through an existing manager/driver, injected at init, or passed in by the caller — rather than discovered by scanning the scene at runtime. If a scene scan is genuinely unavoidable, justify it under Notes.newon reference types, no LINQ, nostringconcatenation/interpolation, no boxing, noforeachover interface-typed collections. Allocate once at init and reuse the buffer.BasisDebug. Hot-path logging floods the console and incurs cost on every frame regardless of whether the message is filtered out downstream. If a hot-path log is needed while iterating, gate it behind#if UNITY_EDITORand remove (or leave gated) before merge..Count(lists) /.Length(arrays) into a localintbefore the loop instead of re-reading the property each iteration. PreferT[](with a separate length int when the array is over-sized) overList<T>where the data is hot — Unity's mono BCL doesn't exposeCollectionsMarshal.AsSpan(List<T>), so a list can't be fed intoSpan<T>/ unsafe paths cleanly. Where the perf justifies it, drop intoSpan<T>/reflocals /Unsafe.As/unsafepointer code to skip bounds checks and copies, and call out the invariants you're relying on under Notes so reviewers can sanity-check them.Testing details
Tick the platforms you actually tested on. Leave the rest unticked — these are informational and do not block merge.
Input / control mode coverage:
Where applicable, confirm these flows still work after your changes:
Notes
Tested on Windows in the Unity Editor and in a local build.
I tested both desktop/non-VR mode and VR mode.
VR headset: Pico 4.
I also checked the main runtime flows I expected this to affect:
steamnetwork stackSteam App ID note:
BasisSteamSettingscurrently defaults to Steam AppId480for development/testing. For the real Basis Steam build, this should be changed to the actual Basis Steam App ID so lobbies, invites, and relay all run under the shipped app.Jobification note: I do not think this work is a good fit for Unity Jobs. The new work is mostly Steamworks callbacks, lobby state, transport event bridging, and Basis network lifecycle calls, which need to stay on the managed/main-thread side.
Hot-path note: Steam callbacks and transport polling are routed through
BasisEventDriver.OnUpdate. Receive processing is bounded, and transport trace logging is opt-in throughBasisSteamSettings.EnableTransportTrace.