Installation
Install the Gamebeast addon in a Godot project, add your SDK Key, and send your first marker.
If you haven't created a project in the Gamebeast dashboard yet, start with the Getting Started guide and pick Godot as the platform. If Godot isn't in your platform list yet, pick Other: the SDK works the same way with both.
The SDK supports Godot 4.3 and later, in both the standard and .NET editions. It's written in GDScript, so it runs on every platform Godot exports to: desktop, mobile and Web.
Installing the addon
The addon is available from our GitHub.
- Copy the repository's
addons/gamebeast/folder into your project'saddons/folder. - Open Project > Project Settings > Plugins and enable Gamebeast.
Enabling the addon registers a Gamebeast autoload, adds a Gamebeast section to Project Settings, and adds the heatmap dock to the editor.
Creating an SDK Key
The SDK uses an SDK Key: a public key scoped to a single project that's safe to ship inside your game.
- Open Project Settings from the left side of the dashboard.
- Press Create API Key.
- Copy the key before closing the popup. You won't be able to see it again.
Starting the SDK
No code: Project Settings
- In the editor, open Project > Project Settings > Gamebeast > General.
- Paste your SDK Key into Api Key and leave Auto Initialize on.
The SDK now starts itself when the game runs. The setting is saved to project.godot. If your repository is public, don't commit the key there: call setup from code with a key read from an untracked file instead.
Code: your main scene
Call Gamebeast.setup from your main scene's _ready. A call there runs before the automatic setup, so it takes precedence. It's also how you pass a known player id or targeting properties.
extends Node
func _ready() -> void:
Gamebeast.setup("abcd-efgh-1234-5678") # Replace with your SDK Key.Sending your first marker
Gamebeast.markers.send_marker("FirstLaunch")From C#, call the autoload through Godot's dynamic API:
var markers = GetNode("/root/Gamebeast").Get("markers").AsGodotObject();
markers.Call("send_marker", "FirstLaunch");Press Run. From the editor, and in debug exports, the SDK reports to your project's development environment; release exports report to production (see Environments). Markers are sent every 2 seconds while you test, so the marker reaches the dashboard within a few seconds.
And that's it. Next, read the SDK overview and the API reference.