Real bumps.
Your game.
A seven-part walkthrough of the working Godot demo: connect a player, save progress, turn visitors into rivals and share a selected recording. Follow the same pattern for your own game.
Play the demo ↗ · Get the source ↗ · Download the static host
Before you start
You’ll need basic Godot/GDScript familiarity and the demo repository. The first lesson runs with fictional data in the editor. Live integration needs your own approved project, an HTTPS host with DNS access, and the weBump iPhone app. A computer can connect through that phone; no developer backend or shared API key is required.
- LESSON 01
Run the demo locally
Find the integration points before touching the live API.
- LESSON 02
Register your game
Set up your project, callback, assets and permissions.
- LESSON 03
Wire up Connect
Use the shared browser helper and the demo’s Godot bridge.
- LESSON 04
Save progress privately
Store game-defined JSON and handle conflicts without losing the local save.
- LESSON 05
Turn bumps into rivals
Receive eligible visitors and give them a role in your game.
- LESSON 06
Share one selected document
Use a replay to learn the generic shared-data API.
- LESSON 07
Export, test and publish
Finish the integration and know what to check on real devices.
How to use this series
Each lesson names the real files and functions, gives a checkpoint, and separates editor examples from live API behavior. You are adapting a complete demo, not pasting seven disconnected projects together. The walkthrough follows the September 20, 2026 connection implementation; source links point to the maintained main branch.
Keep the general integration guide and API reference nearby. The race replay is one example of generic shared JSON, not a special API feature.
