I am trying to include leaderboards in my application (a game written in C#, using SteamWorks.NET and based on XNA).
Steam is initialized properly.
On gamestart I call:
SteamAPICall_t hSteamAPICall = SteamUserStats.FindLeaderboard("Most active beta testers");
leaderboard_BetaTesters_ResultFindLeaderboard = Callback<LeaderboardFindResult_t>.Create(OnLeaderboardFindResult_BetaTesters);
using
static private void OnLeaderboardFindResult_BetaTesters(LeaderboardFindResult_t pCallback)
{
// See if we encountered an error during the call
if (pCallback.m_bLeaderboardFound == 0)
{
Warning.Happened("Leaderboard could not be found / accessed");
return;
}
else
{
Write.Text("Steam leaderboad connected");
}
leaderboard_BetaTesters = pCallback.m_hSteamLeaderboard;
}
And in every Update() I call:
if (SystemLogic.SteamInitSuccessul()) SteamAPI.RunCallbacks();
However, OnLeaderboardFindResult_BetaTesters is never called. What am I doing wrong?
I know is an old issue, but I've the same one just now.
I've the same issue when I tried to implement Steam leaderboards on Unity with Steamworks.NET. Finally I get it working from the original Steamworks C++ sample project. (The documentation for Steamworks.NET is really poor, like the original Steamworks c++ one, so you have to check the Steamworks c++ Sample Project to check how to use it)
You have a mistake, you have to use the "CallResult<>" class instead of the "Callback<>" one.
The following code allowed me to upload scores on Unity to a SteamLeaderboard:
using UnityEngine;
using Steamworks;
using System.Collections;
using System.Threading;
public class SteamLeaderboards : MonoBehaviour
{
private const string s_leaderboardName = "StoryMode";
private const ELeaderboardUploadScoreMethod s_leaderboardMethod = ELeaderboardUploadScoreMethod.k_ELeaderboardUploadScoreMethodKeepBest;
private static SteamLeaderboard_t s_currentLeaderboard;
private static bool s_initialized = false;
private static CallResult<LeaderboardFindResult_t> m_findResult = new CallResult<LeaderboardFindResult_t>();
private static CallResult<LeaderboardScoreUploaded_t> m_uploadResult = new CallResult<LeaderboardScoreUploaded_t>();
public static void UpdateScore(int score)
{
if (!s_initialized)
{
UnityEngine.Debug.Log("Can't upload to the leaderboard because isn't loadded yet");
}
else
{
UnityEngine.Debug.Log("uploading score(" + score + ") to steam leaderboard(" + s_leaderboardName + ")");
SteamAPICall_t hSteamAPICall = SteamUserStats.UploadLeaderboardScore(s_currentLeaderboard, s_leaderboardMethod, score, null, 0);
m_uploadResult.Set(hSteamAPICall, OnLeaderboardUploadResult);
}
}
public static void Init()
{
SteamAPICall_t hSteamAPICall = SteamUserStats.FindLeaderboard(s_leaderboardName);
m_findResult.Set(hSteamAPICall, OnLeaderboardFindResult);
InitTimer();
}
static private void OnLeaderboardFindResult(LeaderboardFindResult_t pCallback, bool failure)
{
UnityEngine.Debug.Log("STEAM LEADERBOARDS: Found - " + pCallback.m_bLeaderboardFound + " leaderboardID - " + pCallback.m_hSteamLeaderboard.m_SteamLeaderboard);
s_currentLeaderboard = pCallback.m_hSteamLeaderboard;
s_initialized = true;
}
static private void OnLeaderboardUploadResult(LeaderboardScoreUploaded_t pCallback, bool failure)
{
UnityEngine.Debug.Log("STEAM LEADERBOARDS: failure - " + failure + " Completed - " + pCallback.m_bSuccess + " NewScore: " + pCallback.m_nGlobalRankNew + " Score " + pCallback.m_nScore + " HasChanged - " + pCallback.m_bScoreChanged);
}
private static Timer timer1;
public static void InitTimer()
{
timer1 = new Timer(timer1_Tick, null,0,1000);
}
private static void timer1_Tick(object state)
{
SteamAPI.RunCallbacks();
}
}
*I have edited several times this code without compile it, and maybe contains any syntax error, but the implementation should be fine
** Also remember this code has been used on Unity 4, but the Unity classes are used only for "console log" messages and for the last two methods "call each x miliseconds the SteamAPI.RunCallbacks() method"