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Needs of gstreamer libraries in sniper #748
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Update: current work around
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Ok it wasn't so simply to drop dependencies, I went back to dependencies, and switched back to runtime 1.0. This "seems" to be working fine
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@saif-ellafi does this technique allow you to ship a game for SteamOS, or would you need to compile the libraries a different way for that - for example for the Steam Deck |
Unfortunately no, it doesn't. The title will not pass the compatibility testing review process for Steam Deck and only the Windows version will be considered. Relying on users setting the 'Legacy Runtime 1.0' compatibility tool and installing additional libraries on their host is a burden on the user, it is fragile and will not work reliably across distributions or OS updates, which is why it should be avoided. Native titles built towards Steam for Linux should be compiled against the Steam for Linux SDK. Documentation for game developers is available at https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/blob/main/docs/slr-for-game-developers.md |
Dear steam-runtime team,
I hope this issue does not bring trouble, I really tried to read as much as I could.
I am a new indie-single game developer, trying to get my game working on Steam natively on Linux. The game is very simple, and developed in Flutter, runs in Windowed mode.
However, it needs to play audio, and the current dependency makes use of
libgstreamer1.0-dev
andlibgstreamer-plugins-base1.0-dev
to run, which are typically available in host systems (but not always).I am personally fine with asking users to install these libraries, however I wish I could bundle a safe container. I tried a few things but no success, for example packing the .so files in a directory, and running the game from a script that appends the
LD_LIBRARY_PATH
.However all of this put me in an endless loop of trial and error, ultimately getting me stuck in
Which could either mean I am getting closer to a solution, or that I am in a tunnel without light at the end of it :)
Any advice is welcome, I am trying hard not to run my app on proton.
Alternative 2: I could be fine to not provide this library and ask users to install these on their host. But how should I package my game then? Would sdk 1.0 do this?
Alternative 3: My app works in the form of a Flatpak, if ever could Steam run a flatpak container instead of a native runtime?
Best regards
Saif
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