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SteamWorks shuts down local build and tries to launch its own version

Discussion in 'Editor & General Support' started by toridominowski, Mar 5, 2019.

  1. toridominowski

    toridominowski

    Joined:
    Nov 7, 2016
    Posts:
    9
    I am trying to issue an update to my game that includes SteamWorks implementation, but whenever I try and run the build version and load a scene that uses SteamManager.cs, the game closes immediately and Steam tries to install or launch the version I currently have on Steam, so I have no way to test my build. Is there something that I can do to prevent this? (I am using 2017.2.0, by the way)
     
  2. toridominowski

    toridominowski

    Joined:
    Nov 7, 2016
    Posts:
    9
    Still can't find a good solution for this.
     
  3. RamonDevs

    RamonDevs

    Joined:
    Apr 11, 2015
    Posts:
    13
    FOUND THE SOLUTION! I found this 1 year later but I got it and I have to share the info with future me/you guys.

    Paste your steam_appid.txt in the output folder for the build . This will override the game trying to get on steam!
     
    Madaconda, SealDev, marius_87 and 5 others like this.
  4. andrewdbanks

    andrewdbanks

    Joined:
    Feb 4, 2014
    Posts:
    27
    Truly you are a god among men. You saved me a lot of time and frustration. Thank you.
     
  5. temporalcoder

    temporalcoder

    Joined:
    Sep 16, 2019
    Posts:
    1
    It may be another year later, but also thank you :)
     
  6. Strom_CL

    Strom_CL

    Joined:
    Nov 17, 2012
    Posts:
    79
    Just found this as well, thank you so much! Frustrating to have to do a build and upload it to the depot, shut down everything, relaunch Steam.... Thanks!
     
  7. gliealonso

    gliealonso

    Joined:
    Oct 21, 2018
    Posts:
    112
    Thank you!
     
  8. Dunk86

    Dunk86

    Joined:
    May 10, 2015
    Posts:
    53
    :D Thanks again
     
  9. SealDev

    SealDev

    Joined:
    Feb 13, 2016
    Posts:
    13
    What about on Mac?
     
  10. nratcliff

    nratcliff

    Joined:
    Jul 5, 2014
    Posts:
    63
    Little late but the same thing should work on macOS.