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SteamWorks.Net for unity and welcoming a pal to a multiplayer sport

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SteamWorks.Net for unity and welcoming a pal to a multiplayer sport

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Under the official steam docs for the GameRichPresenceJoinRequested_t perform

NOTE: This callback is made when becoming a member of a sport. If the consumer is
making an attempt to affix a foyer, then the callback GameLobbyJoinRequested_t
will likely be made.

So maybe the consumer is making an attempt to affix a foyer as a substitute, and the flawed callback was supplied?

Alternatively:

Also, in your code you do:

public void InviteFriend()
{

    SteamPals.InviteUserToGame(steamFriendData.palSteamId, "");
}

with out assigning it to a variable to see what’s occurring, however in accordance with the docs for InviteUserToGame (scroll about midway down the web page):

Returns: bool Triggers a GameRichPresenceJoinRequested_t callback.
true if the invite was efficiently despatched. false beneath the next
circumstances:

The Steam ID supplied to steamIDFriend was invalid.
The Steam ID supplied to steamIDFriend is just not a pal or doesn't share the identical Steam Group as the present consumer.
The worth supplied to pchConnectString was too lengthy.

So to begin with, in the event you retailer it to a bool variable, like so:

public void InviteFriend()
{

    bool wasItDespatched = SteamPals.InviteUserToGame(steamFriendData.palSteamId, "");

    Debug.Log("Was it despatched? " + wasItDespatched);
}

you’ll in all probability discover that that bool returns false, and if that’s the case then in all probability it’s important to look into these 3 circumstances that occur when it’s false. It appears now you might be assuming that it’s despatched, out of your final perform which debugs “despatched efficiently”, however by no means really checking if the ship failed

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