weBumpdevelopers

LESSON 01 OF 07 · RACING TUTORIAL

Run the demo locally

Find the integration points before touching the live API.

You’ll use the existing Racing Demo as a working example, then connect a fork to your own approved project. The API also works with other engines and native apps; the racing mechanics are simply the example.

1. Get a working race

Clone the demo repository, or fork it first if you want to publish your own changes. Use the Godot version named in its README (4.7 for this walkthrough).

git clone https://github.com/josephsmithberger/Racing-weBump-Demo.git
cd Racing-weBump-Demo

Import project.godot, let Godot import the assets, and press F5. In the editor, the API uses fictional profiles and a synthetic replay. Drive with WASD or the arrow keys and finish three laps.

Checkpoint

You can race against the mock rivals without approving a connection in weBump. This verifies the game, not live authentication. An exported build uses the real API, including when served locally.

2. Find the pieces you’ll change

3. Choose what your game needs

Keep a local save as the primary copy. Decide which values belong in private saves, which the player might show on their profile, and which selected document another player may receive after a bump. These are separate features with separate permissions.

Following along without making a fork?

The hosted demo uses its approved project. You can explore it with your own player approval. For a new game, apply for your own project so its name, icon, permissions and data belong to you. The public demo client ID is not a secret or your project registration.