// OnApplicationQuit gets called too early to shutdown the SteamAPIWrapper. // Because the SteamManager should be persistent and never disabled or destroyed we can shutdown the SteamAPI here. // Thus it is not recommended to perform any Steamworks work in other OnDestroy functions as the order of execution can not be garenteed upon Shutdown. Prefer OnDisable(). private void OnDestroy() { if (s_instance != this) { return; } s_instance = null; if (!m_bInitialized) { return; } SteamAPIWrapper.Shutdown(); }
// This should only ever get called on first load and after an Assembly reload, You should never Disable the Steamworks Manager yourself. private void OnEnable() { if (s_instance == null) { s_instance = this; } if (!m_bInitialized) { return; } if (m_SteamAPIWarningMessageHook == null) { // Set up our callback to recieve warning messages from Steam. // You must launch with "-debug_steamapi" in the launch args to recieve warnings. m_SteamAPIWarningMessageHook = new SteamAPIWarningMessageHook_t(SteamAPIDebugTextHook); SteamClient.SetWarningMessageHook(m_SteamAPIWarningMessageHook); } }
private void Awake() { // Only one instance of SteamManager at a time! if (s_instance != null) { //Destroy(gameObject); return; } s_instance = this; if (s_EverInialized) { // This is almost always an error. // The most common case where this happens is the SteamManager getting desstroyed via Application.Quit() and having some code in some OnDestroy which gets called afterwards, creating a new SteamManager. throw new System.Exception("Tried to Initialize the SteamAPI twice in one session!"); } // We want our SteamManager Instance to persist across scenes. //DontDestroyOnLoad(gameObject); if (!Packsize.Test()) { Debug.Fail("[Steamworks.NET] Packsize Test returned false, the wrong version of Steamworks.NET is being run in this platform."); } if (!DllCheck.Test()) { Debug.Fail("[Steamworks.NET] DllCheck Test returned false, One or more of the Steamworks binaries seems to be the wrong version."); } try { // If Steam is not running or the game wasn't started through Steam, SteamAPI_RestartAppIfNecessary starts the // Steam client and also launches this game again if the User owns it. This can act as a rudimentary form of DRM. // Once you get a Steam AppID assigned by Valve, you need to replace AppId_t.Invalid with it and // remove steam_appid.txt from the game depot. eg: "(AppId_t)480" or "new AppId_t(480)". // See the Valve documentation for more information: https://partner.steamgames.com/documentation/drm#FAQ if (SteamAPIWrapper.RestartAppIfNecessary(AppId_t.Invalid)) { System.Windows.Forms.Application.Exit(); return; } } catch (System.DllNotFoundException e) { // We catch this exception here, as it will be the first occurence of it. Debug.Fail("[Steamworks.NET] Could not load [lib]steam_api.dll/so/dylib. It's likely not in the correct location. Refer to the README for more details.\n" + e); System.Windows.Forms.Application.Exit(); return; } // Initialize the SteamAPI, if Init() returns false this can happen for many reasons. // Some examples include: // Steam Client is not running. // Launching from outside of steam without a steam_appid.txt file in place. // Running under a different OS User or Access level (for example running "as administrator") // Valve's documentation for this is located here: // https://partner.steamgames.com/documentation/getting_started // https://partner.steamgames.com/documentation/example // Under: Common Build Problems // https://partner.steamgames.com/documentation/bootstrap_stats // At the very bottom // If you're running into Init issues try running DbgView prior to launching to get the internal output from Steam. // http://technet.microsoft.com/en-us/sysinternals/bb896647.aspx m_bInitialized = SteamAPIWrapper.Init(); if (!m_bInitialized) { Debug.Fail("[Steamworks.NET] SteamAPI_Init() failed. Refer to Valve's documentation or the comment above this line for more information."); return; } s_EverInialized = true; }