For anyone is facing the issue when the Build and Run makes the Steam works, but run the game with the .exe doesn't work. Change the steam_appid to 480
What worked for me was making sure the steam_appid file had a ".txt" file extension -> "steam_appid.txt". I think the reason there's no file extension in the video is because of the settings in their file explorer, so I copied it directly thinking it should just be a "file" but it did in fact need to be a text file. Also the 480 thing, thank you.
I've double checked both tutorials, but it still seems like I am unable to initialize steamworks, as pressing the host button doesn't spawn my player. I've changed the steam ID to 480 as well, but it didn't change anything. Any help or suggestions would be appreciated
Hi, my player prefab won't spawn when I run it from Steam. It works perfectly fine in the Unity Editor (with no errors) but not when I try click the Host Button after clicking play in my Steam Library (built version). Does anyone know why? I followed part 1, checked everything twice and then followed part 2.
Do you have the steam_appid in your build folder? There is also an in game debug plugin you can use to get more information on the errors happening in the build: assetstore.unity.com/packages/tools/gui/in-game-debug-console-68068
This indeed fixed the issue, I believe I read somewhere SpaceWar is set to 480 instead of 1456390. I have recently come back to a multiplayer project and 480 still works. @Fishing_with_Papp
To use this for prototyping, do you need to pay for the Steam game fee (100USD)? Or can you just add it to Steam like you showed here, and pay the fee later if you intend to publish it?
I haven't used Network Room Manager but I think it should work the same way. It has a few extra settings if you have a room scene for players to join in before going into the game scenes if that's what your game needs.
Wow, This is wonderful, I didn't know that Mirror works with Steam. Thank you so much.
Thank you! Mirror has many different transports you can use, not just Steam but Epic and Oculus as well :)
Great video! Türk arkadaşlar, şu an için video çalışıyor.
Thank you :)
Perfect 😅
Thanks for the wonderful video.
Açıklayıcı ve sade. Teşekkürler.
Is there a tool we can use to test locally without another steam account? Kind of like the Clones Manager from the first tutorial?
For anyone is facing the issue when the Build and Run makes the Steam works, but run the game with the .exe doesn't work. Change the steam_appid to 480
IT WORKED FOR ME. THANKS. But can you also explain the reason of changing the appid to 480?
What worked for me was making sure the steam_appid file had a ".txt" file extension -> "steam_appid.txt". I think the reason there's no file extension in the video is because of the settings in their file explorer, so I copied it directly thinking it should just be a "file" but it did in fact need to be a text file. Also the 480 thing, thank you.
Everything worked fine except when I clicked on host on Steam and my white cube didn't appear
Hello HomeSliceGameDev, thank you for this greate video series with Mirror+FizzySteamworks
Thanks.
I've double checked both tutorials, but it still seems like I am unable to initialize steamworks, as pressing the host button doesn't spawn my player. I've changed the steam ID to 480 as well, but it didn't change anything. Any help or suggestions would be appreciated
it worked for me bro when i changed the steam_appid to 480
Hi, my player prefab won't spawn when I run it from Steam. It works perfectly fine in the Unity Editor (with no errors) but not when I try click the Host Button after clicking play in my Steam Library (built version). Does anyone know why? I followed part 1, checked everything twice and then followed part 2.
Do you have the steam_appid in your build folder? There is also an in game debug plugin you can use to get more information on the errors happening in the build:
assetstore.unity.com/packages/tools/gui/in-game-debug-console-68068
if you or anyone else is having this problem change the steam appid to 480 save and then try launching the game again
This indeed fixed the issue, I believe I read somewhere SpaceWar is set to 480 instead of 1456390. I have recently come back to a multiplayer project and 480 still works. @Fishing_with_Papp
@@Fishing_with_Papp Thank you very much :)
Great!
To use this for prototyping, do you need to pay for the Steam game fee (100USD)? Or can you just add it to Steam like you showed here, and pay the fee later if you intend to publish it?
No need to pay unless you plan to publish it.
can instead of network manager network room manager be used?
I haven't used Network Room Manager but I think it should work the same way. It has a few extra settings if you have a room scene for players to join in before going into the game scenes if that's what your game needs.
@@HomeSliceGame I will write down when I found out so others can see, for now I think it works, thank you for reply
Works fine for host but when others try to connect: Steamworks GameServer is not initialized.. Client could not be started.
Fixed, build was set to dedicated server, it needs to be win works better than kcp
@@MegaVranjanac Awesome! I will try it.
🤪 'promo sm'