Riley Labrecque
Riley Labrecque
Sorry for not getting to respond to this; but this sounds like a bug in the steam client itself unfortunately. All Steamworks.NET does is calls the `ISteamFriends_ActivateGameOverlay` function in steam_api.dll,...
> I solved the issue by removing all unnecessary files and let unity to regenerate it. No flickering is happening now.
Hmm, you should not be needing the `.so` file ever on OSX, so that's a little scary for multiple reasons. It should be using the steam_api.bundle and dylib inside it...
uint m_reserved0; uint m_reserved1; uint m_reserved2; uint m_reserved..; uint m_reserved31; should do it 😅
Looks like I did this way back here: https://github.com/rlabrecque/Steamworks.NET/commit/6879a840221f7d1771a1f8e4fa37c63cbd8d8efd I seen a few other places doing this, very dumb but alas
Hey John that doesn't quite help yet, I think I'm in the same boat as Sam with wanting to know what the actual numbers mean. First one is obviously iterations,...
~~I just want to chime in as someone who is closer to espes' position on this, as someone that has a github project with a (relatively) lot of stars. Having...
I'd like to bring this in, but I want to clean it up slightly and make it a bigger feature overall. I think starting from what you have to also...
That's just how Valve has it as well :/ https://github.com/rlabrecque/Steamworks.NET/blob/37df82ec444f31a60741384b4ef46471f0fc0760/CodeGen/steam/isteammatchmaking.h#L775 For what ever reason the other callback they have it in is correct;