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// The most common case where this happens is when SteamManager gets destroyed because of Application.Quit(),
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// and then some Steamworks code in some other OnDestroy gets called afterwards, creating a new SteamManager.
@@ -80,7 +80,7 @@ private void Awake() {
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return;
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}
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}
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-
catch(System.DllNotFoundExceptione){// We catch this exception here, as it will be the first occurence of it.
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catch(System.DllNotFoundExceptione){// We catch this exception here, as it will be the first occurrence of it.
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Debug.LogError("[Steamworks.NET] Could not load [lib]steam_api.dll/so/dylib. It's likely not in the correct location. Refer to the README for more details.\n"+e,this);
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Application.Quit();
@@ -103,7 +103,7 @@ private void Awake() {
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return;
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}
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-
s_EverInialized=true;
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s_EverInitialized=true;
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}
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// This should only ever get called on first load and after an Assembly reload, You should never Disable the Steamworks Manager yourself.
@@ -117,8 +117,8 @@ private void OnEnable() {
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}
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if(m_SteamAPIWarningMessageHook==null){
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// Set up our callback to recieve warning messages from Steam.
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-
// You must launch with "-debug_steamapi" in the launch args to recieve warnings.
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// Set up our callback to receive warning messages from Steam.
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// You must launch with "-debug_steamapi" in the launch args to receive warnings.
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