

#Steam controller editor code#
Note that you will have to wrap all your code that calls Steamworks functions in #if statements as well. For more information see Unity’s Documentation This can be done with Unity in the Player Settings. Can I disable compilation of Steamworks.NET on specific platforms? This is most likely either caused by not calling SteamAPI.RunCallbacks() at regular intervals in your game or not calling SteamUserStats.StoreStats() after you set an achievement. The achievement popup only occurs after I quit my game Even if it does succeed and work for you it will often fail on other computers. NET applications such as Unity and your application will likely fail to start if it’s wrapped. Unfortunately the Steam DRM wrapper does not play well with. Does the Steam DRM wrapper work with Unity or XNA/Monogame? Replace ‘480’ with your Valve provided AppId. To change from SpaceWar to your own game you must edit the steam_appid.txt which is found in the root of your Unity project, or next to your built. When you launch your game from outside of Steam it relies on steam_appid.txt to be present to let steam know what is being launched. Steam only shows me playing ‘SpaceWar’ how do I change it to my game? If your build is shutting down due to SteamAPI.Init() failing as the SteamManager script does by default, double check that you own the game on your currently logged in account, otherwise follow Valve’s documentation to troubleshoot such issues. Steamworks.NET does not copy the steam_appid.txt over automatically because it is not something that you should be shipping to customers. Please check the logs to see if it’s Steamworks related, it could be that you’re missing the steam_appid.txt in your output folder, or aren’t running the game through steam, SteamAPI.RestartAppIfNecessary() might not be set. Let me know if you’re using it from Boo or F#! My Unity build doesn’t launch NET based language! Documentation is only provided for C#, but many people have used it from UnityScript as well. What languages does Steamworks.NET support?

If you are running into overlay issues please check out this Steamworks Discussions post. There are many cases where the overlay does not play nice with Unity, unfortunately this happens regardless of using Steamworks.NET and we are unable to resolve Steam Overlay issues as it is out of our control.

The Steam Overlay causes rendering errors It will relaunch your application if it is launched from the exe directly, giving you the overlay all the time. It is highly recommended that you set your AppId in SteamAPI.RestartAppIfNecessary() which can be found in SteamManager. It should work fine when launched through Steam as Steam will always inject the overlay into all processes as it starts. This is not feasible from Unity as Scripts only start running after the renderer is set up and injection is done through the SteamAPI.Init() API call. The Steam Overlay doesn’t workįor the Steam Overlay to work it must be injected before the renderer (DirectX/OpenGL) gets initialized. See this Github issue for common causes and fixes. This is normal and does not affect the usage of Steamworks.NET. Steam will only recognize a game as having shutdown when the last dependent process has quit. Steam says I’m in game constantly after playing in the editor You still need the official Steamworks SDK to get the ContentBuilder tool to upload your game. The only downside is the Steam Overlay does not function well or even often at all within the editor due to the number of unique windows, so keep that in mind when testing out aspects of Steamworks that require the Overlay to be available such as the Steam Controller or Microtransactions. Can Steamworks.NET be used within the Unity Editor?
