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Question Steam Async method

Discussion in 'Scripting' started by unity_84DFA275A8356FBA8C99, May 11, 2023.

  1. unity_84DFA275A8356FBA8C99

    unity_84DFA275A8356FBA8C99

    Joined:
    Jun 6, 2022
    Posts:
    7
    Hello I've been trying to get this method working for some time and can't figure it out I am not sure when I am supposed to or even how to call the async method or if it is supposed to be in another script and can't find any solutions online as every solution I try I get a different error here is my code:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using Unity.Services.Analytics;
    using Unity.Services.Core;
    using Unity.Services.Authentication;
    using System;
    using System.Threading.Tasks;
    using Steamworks;

    public class SteamLogin : MonoBehaviour
    {
    Callback<GetAuthSessionTicketResponse_t> m_AuthTicketResponseCallback;
    HAuthTicket m_AuthTicket;
    string m_SessionTicket;

    void Start()
    {
    SignInWithSteam();
    }

    void SignInWithSteam()
    {
    // It's not necessary to add event handlers if they are
    // already hooked up.
    // Callback.Create return value must be assigned to a
    // member variable to prevent the GC from cleaning it up.
    // Create the callback to receive events when the session ticket
    // is ready to use in the web API.
    // See GetAuthSessionTicket document for details.
    m_AuthTicketResponseCallback = Callback<GetAuthSessionTicketResponse_t>.Create(OnAuthCallback);

    var buffer = new byte[1024];
    m_AuthTicket = SteamUser.GetAuthSessionTicket(buffer, buffer.Length, out var ticketSize);

    Array.Resize(ref buffer, (int)ticketSize);

    // The ticket is not ready yet, wait for OnAuthCallback.
    m_SessionTicket = BitConverter.ToString(buffer).Replace("-", string.Empty);

    }

    void OnAuthCallback(GetAuthSessionTicketResponse_t callback)
    {
    // Call Unity Authentication SDK to sign in or link with Steam.
    Debug.Log("Steam Login success. Session Ticket: " + m_SessionTicket);

    }


    async Task SignInWithSteamAsync(string ticket)
    {
    try
    {
    await AuthenticationService.Instance.SignInWithSteamAsync(ticket);
    Debug.Log("SignIn is successful.");
    }
    catch (AuthenticationException ex)
    {
    // Compare error code to AuthenticationErrorCodes
    // Notify the player with the proper error message
    Debug.LogException(ex);
    }
    catch (RequestFailedException ex)
    {
    // Compare error code to CommonErrorCodes
    // Notify the player with the proper error message
    Debug.LogException(ex);
    }
    }

    }

    I may be misunderstanding how this method is supposed to work or what it does any help would be good thanks
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,563
    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    Definitely start with the tutorials or example code provided by Steam. They have their own support forums too.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.

    Finally, if you have a particular pointed problem, here is how to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, log output, variable values, and especially any errors you see
    - links to documentation you used to cross-check your work (CRITICAL!!!)

    You may edit your post above.