Hey guys,
I have been trying to get FizzySteamworks Mirror Multiplayer working with Steam for a couple of days now and am basically done. In my start scene I create all the steam callbacks (LobbyCreated_t etc.) if the SteamManager is initialized. This works in the editor and I am able to proceed to the actual game there, but as soon as I build the game and set the .exe as a non-steam-game to start over steam, this no longer works. SteamManager.Initialized returns false which therefore never triggers any events and never spawns the player or transitions further into another scene. The user is just stuck with the skybox of the camera and also obviously cannot invite other players over steam.
Since it is working in the Unity editor I am very confused as to what might be the case. I have already tried using multiple different combinations of FizzySteamworks, Mirror and Steamworks.NET to no success.
I just now realized I forgot to mention one crucial thing:
If I build and run the game over the Unity Edtior it ALSO works. It detects Steam and allows me to send invites to other people for my game. Just when I build the game and then try to run the .exe over steam it does not work. I can still shift tab, so it seems to detect Steam aswell, but SteamManager.Initialized returns null resulting in no callbacks.
You can get the true steam multiplayer documentation from steam api itself.
It might be worth asking steam themselves. Make sure steam is running, open your app through steam as far as I understand. Check that you have the relevant permissions when you run your app
Unity editor probably running with full permissions the produce exe probably is not
Thank you, I will look into that I feel like it might just have something to do with the Steam Developement AppID 480 not being recognized or something silly.
I think I had the same problem. I solved it by placing a steam_appid.txt file in the same folder as the build. Your appid (ex 480) goes inside the file and only that. Hope this helped!
I have used the 480 Id for testing, but now after I replaced both the “RestartAppIfNecessary” Id and the steam_appid.txt values for my own project’s Id, Steam is still assosiating my project to 480. Do you know how I can fix this? I don’t know if that could be an issue, but my project has not been released yet.