Godot_FireBase is a firebase integration for godot android;
Godot game engine:
git clone https://github.com/godotengine/godot
GodotSQL:
git clone https://github.com/FrogSquare/GodotSQL
AdMob
Analytics
Authentication [W.I.P] Google, Facebook, Twitter
Firebase Notification
RemoteConfig
Storage
Invites (Email & SMS)
Firestore (W.I.P)
Crashlytics
- Copy your
google-services.json
file to[GODOT-ROOT]/platform/android/java/
- Edit file modules/FireBase/app_config.py
p_app_id = "com.your.appid"
- Replay
com.your.appid
with you android application id.
For customizing the module go here
Should I rename the android_src folder after customization?
No, After customization the folder used by the module will be
android
, Andandroid_src
folder will be a backup for future customization.
Edit engine.cfg and add
[android]
modules="org/godotengine/godot/FireBase,org/godotengine/godot/SQLBridge"
RemoteConfigs default parameters .xml
file is at [GODOT-ROOT]/modules/FireBase/res/xml/remote_config_defaults.xml
var firebase = Globals.get_singleton("FireBase");
var firebase = Engine.get_singleton("FireBase");
For Analytics only firebase.init("", get_instance_ID())
or to user RemoteConfig or Notifications (subscribing to topic)
GodotFireBase config file, By default every feature is disabled.
{
"AdMob" : true,
"Authentication" : true,
"Invites" : true,
"RemoteConfig" : true,
"Notification" : true,
"Storage" : true,
"Firestore" : true,
"Crashlytics" : true,
"AuthConf" :
{
"Google" : true,
"Twitter" : true,
"Facebook" : true,
"FacebookAppId" : "1234566789875"
},
"Ads" :
{
"AppId": "YOUR_APP_ID_HERE",
"BannerAd" : true,
"BannerGravity" : "BOTTOM",
"BannerAdId" : "",
"InterstitialAd" : true,
"InterstitialAdId" : "",
"RewardedVideoAd" : true,
"RewardedVideoAdId" : "",
"TestAds" : false
}
}
And initialize firebase with file path, RewardedVideoAdId
is a string array i.e "string1,string2"
func _ready():
if OS.get_name() == "Android":
firebase.initWithFile("res://godot-firebase-config.json", get_instance_ID())
func _receive_message(tag, from, key, data):
if tag == "FireBase":
print("From: ", from, " Key: ", key, " Data: ", data)
firebase.send_events("EventName", Dictionary)
firebase.send_custom("TestKey", "SomeValue")
firebase.setScreenName("Screen_name")
firebase.sendAchievement("someAchievementId") # unlock achievement
firebase.join_group("clan_name") # join clan/group
firebase.level_up("character_name", level) # send character level
firebase.post_score("charcter name", level, score) # post your score
firebase.earn_currency("currency", amount); # when play earn some virtual currency gold/Diamond/any
firebase.spend_currency("item_id", "currency", amount) # when user spend virtual currency
firebase.tutorial_begin() # tutorial begin
firebase.tutorial_complete() # tutorial end
Reference: https://support.google.com/firebase/answer/6317494?hl=en
firebase.alert("Message goes here..!") # Show a simple AlertDialog
firebase.set_debug(true) # Enable/Disable `GodotFireBase` debug messages
For Facebook edit res/values/ids.xml
and replace facebook_app_id with your Facebook App Id
firebase.authConfig("'Google':true,'Facebook':true") # Configure Auth service
firebase.google_sign_in() # Firebase connect to google.
firebase.facebook_sign_in() # Firebase connect to facebook.
firebase.twitter_sign_in() # Firebase connect to twitter.
firebase.anonymous_sign_in() # Firebase connect anonymously.
firebase.google_sign_out() # Firebase disconnect from google.
firebase.facebook_sign_out() # Firebase disconnect from facebook.
firebase.twitter_sign_out() # Firebase disconnect from twitter.
firebase.anonymous_sign_out() # Firebase disconnect anonymously.
var gUserDetails = firebase.get_google_user() # returns name, email_id, photo_uri
var fbUserDetails = firebase.get_facebook_user() # returns name, email_id, photo_uri
firebase.google_revoke_access()
firebase.facebook_revoke_access()
firebase.is_google_connected() # bool check for google authentication (google)
firebase.is_facebook_connected() # bool check for facebook authentication (facebook)
firebase.is_anonymous_connected() # bool check for facebook authentication (anonymous)
More for facebook permissions
firebase.facebook_has_permission("publish_actions") # Check for availabe permission
firebase.revoke_facebook_permission("publish_actions") # revoke permission
firebase.ask_facebook_publish_permission("publish_actions"); # asking write permission
firebase.ask_facebook_read_permission("email"); # asking read only permission
firbase.get_facebook_permissions() # getting available permissions
Recive message from java
func _receive_message(tag, from, key, data):
if tag == "FireBase":
if from == "Auth":
if key == "GoogleLogin" && data == "true": print("User Signed in.")
if key == "FacebookLogin" && data == "true": print("User Signed in.")
firebase.subscribeToTopic("topic") # Subscribe to particular topic.
firebase.getToken() # Get current client TokenID
If recived notifiction has a payload, it will be saved inside SQL Database under key: "firebase_notification_data"
firebase.notifyInMins("message", 60) # Shedule notification in 60 min
firebase.notifyInSecs("message", 3200) # Shedule notification in 3200 seconds
var dict = {}
dict["title"] = "Notification title"
dict["message"] = "This is a text message"
dict["image_uri"] = "res://big_image_in_notification_body.png"
dict["type"] = "text"
firebase.notifyOnComplete(dict, 3200) # Shedule notification in 3200 seconds
firebase.getRemoteValue("remote_key") # Return String value
var defs = Dictionary()
defs["some_remoteconfig_key1"] = "remote_config_value1"
defs["some_remoteconfig_key2"] = "remote_config_value2"
firebase.setRemoteDefaults(defs.to_json())
OR load from json file
firebase.setRemoteDefaultsFile("res://path/to/jsonfile.json")
# Upload Files from sdcard
firebase.upload("images/file", "destFolder") # uploads file from sdcard to firebase
# Download Files from Firebase
firebase.download("file", "images") # Saves file from firebase to sdcard
Invite Friends with Email & SMS, DeepLink example: https://play.google.com/store/apps/details?id=[package-id].
firebase.invite("message", "https://example.com/beed/link") # Send Firebase Invites.
firebase.invite("message", "") # Fallback to use default android share eg: Whatsapp, Twitter and more.
firebase.is_banner_loaded() # Returns `true` if banner is loaded
firebase.is_interstitial_loaded() # Returns `true` if interstitial is loaded
firebase.show_banner_ad(true) # Show Banner Ad
firebase.show_banner_ad(false) # Hide Banner Ad
firebase.set_banner_unitid("unit_id") # Change current Ad unit ID
firebase.show_interstitial_ad() # Show Interstitial Ad
firebase.show_rewarded_video() # Show Rewarded Video Ad
firebase.show_rvideo("unit_id") # Show Rewarded Video Ad
firebase.request_rewarded_video_status() # Request the rewarded video status
AdMob Recive message from java
func _receive_message(tag, from, key, data):
if tag == "FireBase" and from == "AdMob":
if key == "AdMobReward":
# when rewared video play complete
print("json data with [RewardType & RewardAmount]: ", data);
elif key == "AdMob_Video":
# when rewarded video loaded
# data will be `loaded` or `load_failed and `loaded` or `not_loaded` with `firebase.request_rewarded_video_status()`
print("AdMob rewarded video status is ", data);
elif key == "AdMob_Banner":
# when banner loaded
# data will be `loaded` or `load_failed`
print("Banner Status: ", data);
elif key == "AdMob_Interstitial" and data == "loaded":
# when Interstitial loaded
# data will be `loaded` or `load_failed`
print("Interstitial Status: ", data);
firebase.add_document("collection_name", dict) # Auto created new Document under collection_name
firebase.set_document("collection_name", "document_name", data) # Set document data, Data's are merged by default
firebase.load_document("collection_name") # load or retrive from the server,
# Note: documents will be sent to the `_receive_message` function as json
firebase.crash() # Make the game crash for testing purposes
firebase.crash_log("message") # Add a custom log message that will be shown in crash reports
firebase.crash_set_user_id(OS.get_unique_id()) # Set the user id to detect if the same user is having crashes
firebase.crash_set_string("key", "value") # Set a string key to be in the crash report
firebase.crash_set_bool("key", true) # Set a boolean key to be in the crash report
firebase.crash_set_int("key", 42) # Set an integer key to be in the crash report
firebase.crash_set_real("key", 3.14) # Set a real number key to be in the crash report
While exporting, don't forget to add *.json
under Resources tab,
adb -d logcat godot:V FireBase:V DEBUG:V AndroidRuntime:V ValidateServiceOp:V *:S