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Description
My Unity version is 6000.1.9f1. Steamworks NET version is the latest release.
A few days ago my builds was running good, i could upload the depot to steam and download game from library. I could download game and play succesfully.
But today my build turns failed when starting. Everything works good in editor and steam shows my app is running. My scripts can get the user name or something else. But i am just can not get the right result in my builds.
On windows, I can connect to steam in editor. The key of the issue is game runs good on MacOS and unity editor, but build for windows cannot run.So that I think it is not an error about my script.
Here is my unity log of the last running when start the game:
Mono path[0] = 'C:/Users/ViZA/Desktop/Builds/Bubbles_win/Bubble2_Data/Managed'
Mono config path = 'C:/Users/ViZA/Desktop/Builds/Bubbles_win/MonoBleedingEdge/etc'
Input System module state changed to: Initialized.
[Physics::Module] Initialized fallback backend.
[Physics::Module] Id: 0xdecafbad
Initialize engine version: 6000.1.9f1 (ed7b183fd33d)
[Subsystems] Discovering subsystems at path C:/Users/ViZA/Desktop/Builds/Bubbles_win/Bubble2_Data/UnitySubsystems
GfxDevice: creating device client; kGfxThreadingModeSplitJobs
Direct3D:
Version: Direct3D 12 [level 12.1]
Renderer: NVIDIA GeForce RTX 5060 Ti (ID=0x2d04)
Vendor: NVIDIA
VRAM: 3072 MB
App VRAM Budget: 15194 MB
Driver: 32.0.15.7688
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in 0.112 seconds
- Finished resetting the current domain, in 0.002 seconds
[Physics::Module] Selected backend.
[Physics::Module] Name: PhysX
[Physics::Module] Id: 0xf2b8ea05
[Physics::Module] SDK Version: 4.1.2
[Physics::Module] Integration Version: 1.0.0
[Physics::Module] Threading Mode: Multi-Threaded
<RI> Initializing input.
Using Windows.Gaming.Input
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 0.391000 ms
[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.
System.DllNotFoundException: steam_api64 assembly:<unknown assembly> type:<unknown type> member:(null)
at (wrapper managed-to-native) Steamworks.NativeMethods.SteamAPI_RestartAppIfNecessary(Steamworks.AppId_t)
at Steamworks.SteamAPI.RestartAppIfNecessary (Steamworks.AppId_t unOwnAppID) [0x00005] in <2a0c461ea54b40d293cd3d9fc23ea7d9>:0
at SteamManager.Awake () [0x00061] in <942b741b31e8478797c59396d45b5b61>:0
本地化数据读取完毕
[Physics::Module] Cleanup current backned.
[Physics::Module] Id: 0xf2b8ea05
Input System module state changed to: ShutdownInProgress.
Input System polling thread exited.
Input System module state changed to: Shutdown.
GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
I am sure i have already put the steam_appid.txt into the game.exe folder, and the appid is right. I delete the steam_appid.txt file before upload.
Starting directly from game.exe and starting from steam library both fails.
I didn't modify the SteamManager.cs. Automatic quitting is a feature of the original script. SteamManager cannot succeed in calling the SteamAPI_RestartAppIfNecessaryso it causes my app to close automatically. This behavior is expected. The key issue is that it cannot pass SteamAPI_RestartAppIfNecessary.