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STEAMWORKS_NET compiler symbol added for Android target #656
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hey @WildRikku, today I got the same problem and decided to create a Pull Request (#660) with my solution.
After setting it, you have to restart Unity (do not select Safe Mode when it is opening), and the STEAMWORKS_NET will automatically be removed. Or just remove it manually. |
cc: @JamesMcGhee, does all of your stuff work with #660 still? |
It shouldn't be an issue our toolkit isn't dependent on that definition anymore we use our own methods of checking for Steamworks.NET being present or not and also have a tool to help them import your package via UPM from the editor ... if they want. As to compilation all of our code is wrapped just like your own with DISABLESTEAMWORKS but uses Version Defines to establish STEAMWORKSNET in our assemblies only and only if Steamworks.NET is present for example #if !DISABLESTEAMWORKS && STEAMWORKSNET
//... our code
#endif This means our code will not compile at all if Steamworks.NET is not installed via UPM or if they or your code defines DISABLESTEMWORKS The original use/need/requirement for that STEAMWORKS_NET define was to help Mirror and similar who where using the Player Script Defines and to my knowledge still do This would only affect their "FizzySteamworks" similar Steam-related transports I took a quick peek at there transport for Steamworks and they dont seem to use STEAMWORKS_NET anymore either, they are still using DISABLESTEAMWORKS https://github.com/Chykary/FizzySteamworks I didn't dig deep just a quick glance As to the usage of STEAMWORKS_NET and the OP DISABLESTEAMWORKS was used to detect if it was enabled ... or rather disabled and then there are checks for the Client or GameServer end points if you need to check if it initialized or our toolkit has a simple boolean you can check. Anyway ... OPs original statement misunderstands the use of STEAMWORKS_NET I think in that it doesn't indicate that Steamworks.NET is in use ... only that its present in the project The DISABLESTEAMWORKS doesn't remove it from the project it simply causes it to not compile, Unity will or should strip it at that point as its just an empty assembly then ... long way of saying its not really an issue just confusing to the human eye |
As some others, I also had some issues building a project for Android. I added DISABLESTEAMWORKS to the player's compiler symbols for the Android target and used that to exclude all Steamworks code and it worked. However, I noticed the STEAMWORKS_NET compiler symbol was automatically added to the player for the Android target, which I guess is wrong, because the framework does not support Android (as can be seen in the example SteamManager).
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