#Does someone have experience with
1 messages · Page 1 of 1 (latest)
The first codeblock uses StatHandler while the other two use SteamUserStats is that intended?
There's a lot of code missing that could cause it then
yeah my bad
But that stat handler just does this:
public static void SetStat(string id, int value)
{
if (SteamManager.Initialized == false) { return; }
Debug.Log("Setting Stat " + id + " with value: " + value);
SteamUserStats.SetStat(id, value);
}
public static int GetStat(string id)
{
if (SteamManager.Initialized == false) { return 0; }
Debug.Log("Getting stat " + id);
SteamUserStats.GetStat("id", out int value);
return value;
}
so there is no functional difference
At least I think so
Anything else that could be missing?
Well
private void OnEnable()
{
UserStatsReceived = Callback<UserStatsReceived_t>.Create(OnUserStatsReceived);
UserStatsStored = Callback<UserStatsStored_t>.Create(OnUserStatsStored);
}
protected Callback<UserStatsReceived_t> UserStatsReceived;
private void OnUserStatsReceived(UserStatsReceived_t callback)
{
if (callback.m_eResult == EResult.k_EResultOK)
{
Debug.Log("UserStats received!");
}
}
protected Callback<UserStatsStored_t> UserStatsStored;
private void OnUserStatsStored(UserStatsStored_t callback)
{
if (callback.m_eResult == EResult.k_EResultOK)
{
Debug.Log("UserStats stored!");
}
}
I have these callbacks and they successfully work but I dont think I need them for anything else right?
Well you have all the debugs everywhere, where does it go wrong?
maybe print screen the console window with all the debug messages?
Yeah I fixed it somehow. It was some problem with the statHandler that I wrote