Port your project to SpatialOS

Please be aware of the GDK's support level for different Unreal features. If you need to port your game, please contact us via our forums, or Discord so we can best support you.

This guide shows you how to port your own Unreal project to the GDK. You will modify your project to make it compatible with the GDK and SpatialOS and you will launch a local deployment to test your project.

Note:

  • If you are using macOS, you can only set up and run SpatialOS on your development machine, not in the cloud.
  • To set up and run SpatialOS games in the cloud, you need to use a Windows machine for development. We recommend using a Windows machine as your main development environment and macOS for developing and testing game clients on iOS.

Get to know the GDK before porting your game

We recommend following steps 1 to 3 of the Get started guide and setting up the Example Project before porting your project. This gives you an overview of the GDK and using SpatialOS.

Terms used in this guide

  • <GameRoot> - The directory containing your project's .uproject file and Source directory.
  • <ProjectRoot> - The directory containing your <GameRoot>.
  • <YourProject> - The name of your project's .uproject file (for example, /<GameRoot>/TP_SpatialGDK.uproject).

Before you start

Before porting your project you must follow:

  1. Get started 1 - Dependencies
  2. Get started 2 - Set up the fork and plugin

> Next: 1. Set up your project


2020-06-25 Page updated with editorial review: added macOS, mobile, UI and deployment workflow changes.
2019-09-17 Page updated without editorial review - removal of ShooterGame reference.
2019-07-16 Page updated with editorial review.

Updated about a year ago


Port your project to SpatialOS


Suggested Edits are limited on API Reference Pages

You can only suggest edits to Markdown body content, but not to the API spec.