steamworks | Steamworks API wrapper for Go | REST library
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kandi X-RAY | steamworks Summary
Steamworks API wrapper for Go.
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QUESTION
I am currently integrating the Steamworks SDK into my game and have a couple of methods which require to pass a struct as a pointer, for example:
...ANSWER
Answered 2022-Mar-04 at 10:12In a instance method or property of a struct
, the implicit this
parameter is a ref
managed reference. So any changes to the struct do mutate (change) the struct passed in.
Therefore, when you call the native function, you are passing an actual reference to your own struct. So it is possible for your caller to see these changes, if they have passed in a reference to their own struct. But depending on how your caller makes this call, there may be a defensive copy anyway.
For example:
QUESTION
So I just managed to integrate Unity Mirror with FizzySteamworks as transportation layer.
My networkmanager is initialized in the offline scene (a main menu) and once I click "Play Game" everything works correctly until I quit (which I do by calling the method networkManager.StopHost()
). This moves me to the offline scene, but whenever I press play again I get the following error: InvalidOperationException: Steamworks is not initialized.
Is it possible that I disconnect/quit the game in a wrongful way? Should I disconnect via steamworks (Fizzy) instead?
Why is the SteamWorks API initialized only the first time when I enter the Main Menu and not the second?
...ANSWER
Answered 2021-Dec-05 at 15:56You shouldn't destroy your Steam API's manager. Steam API must be initialized before you try to use it. You can set the manager to "do not destroy on load". The only way Steam API is destroyed is only when the whole game closes, not just changing scenes. In short it should be initialized once you game starts and set as do not destroy on load.
QUESTION
I'm using Steamworks.NET to set up Steam achievements in the game I'm working on. The SteamManager is initialising properly, the App ID is properly set and the achievements have been published. Calling GetAchievement however, returns false. SetAchievement has the same problem and the UserAchievementStored_t callback is never called. All of the other calls to the Steamworks API return true and their callbacks are triggered with no errors.
Any ideas as to why these calls are returning false or anything else to check would be appreciated.
Here's my code:
...ANSWER
Answered 2021-Oct-07 at 10:01Turns out the app ID was wrong (figured that out by printing result.m_nGameID in OnStatsStored). I was convinced I had the correct ID because when I imported the package, there was a steam_appid.txt file created inside the Steamworks plugin folder, which I had changed to have the correct id. However there's another steam_appid.txt file in the project root folder, which is where the id is pulled from and this one still had the wrong id.
So essentially I herped before I derped. All working now!
QUESTION
Goal: Syncronize player position in a multiplayer game in Unity that uses the Mirror Networking API
Problem:
Using the NetworkTransform component the position seems to not be precisely syncronized, both the client and the server sees the player in the wrong position, players tend to fly with no reason
I tried making a separated script:
ANSWER
Answered 2021-Jun-08 at 17:34I understood that the problem was the Character controller I was using, so in the player script I checked if the player had authority, if not I destroyed the character controller, and if i was destroying it on the server I replaced it with a normal collider without physics, so i could still have collisions
QUESTION
Im attempting to save information about users SteamID and his position in game, here is the code through which I teleport the person to the saved position each 0.5 seconds, and it works perfectly returning this information in console
Key: 76561198333850828, Value: (605.0, 41.8, 618.5)
...ANSWER
Answered 2021-May-06 at 19:36How have you defined numberNames? If there are 2 definitions, one in each class, then they are completely different objects even though they share the same name.
Even if there is one definition in one class then, unless it is static different instances of the same class will have different objects.
QUESTION
So I'm currently trying to make use of the Steamworks API within my C# based mod for a game.
So far so good, however since the game doesn't have an inbuilt function I am trying to use the SteamWorks API (the DLL for which is packed with the game) to get the players Steam ID for later use in another process.
To get this started I've tried to define this in a string and call upon the SteamUser.GetSteamID to obtaint the information needed:
...ANSWER
Answered 2020-Sep-24 at 22:12You first need to call Steamworks.SteamAPI.Init
or TaleWorlds.PlatformService.PlatformServices.Initialize
if you want to use TaleWorlds API.
QUESTION
[Steamworks.Net] SteamAPI_Init() failed. Refer to Valve's documentation or the comment above this line for more information.
It works fine in the Unity editor, but somehow I get an error with something built for Windows. The code is below. Very simple.
...ANSWER
Answered 2020-Jul-20 at 00:46I don't know why, but when I submitted the build to Steamworks and installed it on Steam, I got no errors.
But uploading a build every time is very tedious...
QUESTION
ANSWER
Answered 2020-May-10 at 21:10For some reason it created this:
QUESTION
I'm looking to make a hobbie website using the steam API, mostly focusing on the actual products and not really any user info. According to an article by the man behind Steamspy, Valve decided to change their API sometime in 2018, removing a lot of relevant data related to the store. I went through the steamworks documentation and the closest thing to any specific information about the applications/games were in: https://partner.steamgames.com/doc/webapi/ISteamApps - I figured their API must offer more than just a list of all the apps and their ID's, but thus far I have only found some other API:s.
Seems to be popular in a lot of threads
Some kind of collection of APIs?
- https://github.com/Autarc/steam-store/blob/master/README.md Not sure if this is still usable?
- https://steamspy.com/api.php
Question: If I want the name, ID, genre/tags and picture of a game (and potentially price), is really the only way to use these non-valve related API:s? Or have I missed something in Valves own API documentation?
I'm super new to API:s so please forgive my insolence, I did search a ton of threads but seeing as the API changed I'm not sure which answers still are up to date in 2020.
...ANSWER
Answered 2020-Jan-30 at 19:57The storefront API is still up-to-date and should give you what you need, mostly.
There is no API for game tags. You have to get the directly from the store pages or from any of the third party API providers if they have them.
Question: If I want the name, ID, genre/tags and picture of a game (and potentially price), is really the only way to use these non-valve related API:s? Or have I missed something in Valves own API documentation?
No, you have not missed anything. Yes you need to use unoffical APIs. Compared to other gaming stores you still get more data on Steam than anywhere else.
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