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Steamworks.NET Test

This is a sample project for Steamworks.NET it is intended to show functionality, act as documentation, and to test the functionality of Steamworks.NET. The idioms and usage patterns applied here may be flawed (such as the lack of proper error checking.) As such please learn from this project, but take care in implementing any aspects from it. Check out the Steamworks.NET Example project for a more realistic way of implementing Steamworks into your game.

This sample is available in the public domain (where acceptable.) Please view LICENSE.txt for more details.

This project is usually built using the latest version of Unity. As such it is only expected to build and run out of the box on the version specified in ProjectVersion.txt or newer.

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andrew-raphael-lukasik avatar rlabrecque avatar

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steamworks.net-test's Issues

DllNotFoundException: sdkencryptedappticket64

On the website its writtent that if im using Steam Encrypted App Ticket i should copy sdkencryptedappticket.dll in the next to steam_api.dll.
I have copy it to Library\PackageCache\com.rlabrecque.steamworks.net@a3fe8091f7\Plugins but now im getting error that i dont have .meta data. And in unity editor still have:
DllNotFoundException: sdkencryptedappticket64 assembly: type: member:(null)
Steamworks.SteamEncryptedAppTicket.BDecryptTicket (System.Byte[] rgubTicketEncrypted, System.UInt32 cubTicketEncrypted, System.Byte[] rgubTicketDecrypted, System.UInt32& pcubTicketDecrypted, System.Byte[] rgubKey, System.Int32 cubKey

Overlay didnt launch

Hello, Im truying to build this, its works fine, but overlay isnt working at all. No Shift+Tab, no friend chat and etc. Tried different OS and machines. Thanks.

QuickSettings on SteamDeck does not trigger GameOverlayActivated_t

Using code found here https://steamworks.github.io/gettingstarted/ This only works for the Steam button, but not for the Quick Settings button. Is there another callback that should be used to detect the QuickSettings button overlay?

Example
`public class SteamScript : MonoBehaviour {
protected Callback<GameOverlayActivated_t> m_GameOverlayActivated;

private void OnEnable() {
	if (SteamManager.Initialized) {
		m_GameOverlayActivated = Callback<GameOverlayActivated_t>.Create(OnGameOverlayActivated);
	}
}

private void OnGameOverlayActivated(GameOverlayActivated_t pCallback) {
	if(pCallback.m_bActive != 0) {
		Debug.Log("Steam Overlay has been activated");
	}
	else {
		Debug.Log("Steam Overlay has been closed");
	}
}

}`

Add documentation on how to use the testbed.

The testbed

  1. Testbed requires GIT to be installed. (I don't use GIT I use SVN). Installing GIT allowed the testbed to load and work in Unity 2021.1.26f1

  2. Once it was running I didn't know how to use it. I dug into the code and finally found it was waiting on space_bar to step through the different tests. Some tests had buttons that can be pressed.

Everything worked after that.

How to get secret key array?

From https://github.com/rlabrecque/Steamworks.NET-Test/blob/master/Assets/Scripts/SteamUserTest.cs
byte[] rgubKey = new byte[32] { 0xed, 0x93, 0x86, 0x07, 0x36, 0x47, 0xce, 0xa5, 0x8b, 0x77, 0x21, 0x49, 0x0d, 0x59, 0xed, 0x44, 0x57, 0x23, 0xf0, 0xf6, 0x6e, 0x74, 0x14, 0xe1, 0x53, 0x3b, 0xa3, 0x3c, 0xd8, 0x03, 0xbd, 0xbd };

Where can I get it? On Steam https://partner.steamgames.com/apps/sdkauth/ I have just string (btw, it's 64 length long). Should I user Encoding.ASCII.GetBytes on it? Or?

GameConnectedFriendChatMsg_t this callback can't be called?

I'm not sure if it's a bug or my mistake, I tested the SteamFriendsTest example, I sent a text message to my steam client from another account. I expected GameConnectedFriendChatMsg_t will be called, but it not, even there is not any callback be called.

Utilizing Steamworks cloud feature.

I've calibrated the Steamworks.net-Test-master project to only generate buttons for the Steam Remote Storage Test &, I'm having issues successfully saving the "message.dat" file.

I get:
[1331 - RemoteStorageFileWriteAsyncComplete] - k_EResultIOFailure

I've signed up to Steamworks as a developer and payed the fee.
So I have cloud storage ready to be used and i've added my appid to the steam_appid test doc.

Do you have any recommendations on how to successfully save/load using the steamworks cloud?
I'm literally just trying to store a json string for my game.

Retrieving Leaderboard scores from each entry.

Once i'm able to retrieve m_SteamLeaderboards name & entry count, how do I loop through each entry and display the score?

I would think it would be like:


LeaderboardEntry_t[] leaderboardEntries = new LeaderboardEntry_t[nLeaderboardEntries];
for (int i = 0; i < nLeaderboardEntries; i++)
{
   SteamUserStats.GetDownloadedLeaderboardEntry(m_SteamLeaderboardEntries, i, out leaderboardEntries[i], null, 0);
   Debug.Log("Score: " + leaderboardEntries[i].m_nScore);
}

Steam controller not recognized

Even thought the controller is open (i can move my cursor with the right pad), the 4th panel returns false. As such I am unable to use the controller. Any idea why or if I am doing anything wrong? I've been struggling with this controller for 3 days and I'm at the end of my limit. My boss expects me to incorporate custom inputs for the game we are currently developing (specifically for the Steam Controller), but with so little documentation and so many things not working as supposed I am very much afraid I will fail him...
Please help...I'm desperate...

How to test Steamworks connection in Unity Editor?

Hi!

I'm using the Steamworks API for the achievements of my game. However, I don't know how to test if it's working or not, because when I launch the game on Editor it automatically opens the Steam App, and the script in the editor is not initialized.

Is there an easy way to test it and I'm missing it?

Thanks!
Carlos

Test Input

Hello,
I have a problem with test input.
I connected two gamepads and test detected both correctly.
But any input (analog/digital) is not recognized.

Do you have any idea why is this happening?

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