/// <summary> /// Called when stats have been saved to the steam servers. /// </summary> /// <param name="value"></param> private void UserStatsStored(ManagedSteam.CallbackStructures.UserStatsStored value) { // Make sure that the callback is for this game if (value.GameID.AsUInt64 == (Steamworks.SteamInterface.AppID.AsUInt64)) { if (value.Result == ManagedSteam.SteamTypes.Result.OK) { UnityEngine.Debug.Log("Stats saved to the server successfully."); } else { UnityEngine.Debug.LogWarning("Failed to save stats to the server."); } } }
private void Stats_UserStatsStored(UserStatsStored value) { Stats.RequestUserStats(friends[0]); Stats.UserStatsStored -= Stats_UserStatsStored; }