![]() Set the level name directly to my existing level name data.My editor has a controller enabled interface with a lot of custom navigation code, so I need to be able to jump back and fourth between the pop up and the editor's own "upload to workshop" button eventually. Call the prefab popup from my editor, disabling any editing interface if/as needed.I am trying to figure out how to do the following: So I didn't want to break anything by having to upload a new steam build every half hour or so just to test stuff for 10 seconds. I recently had to overhaul the game menus for controller support, and am still in the process of that. I also have not put a build on steam yet for my game, as I am still developing/redoing some basics like menu navigation. (the editor I made in Unity already saves a screenshot for publishing). My levels are being stored in folders, each with a screenshot, and the level data in binary format. Does anyone have any "newbie tips" on how to use this? Hi, I'm trying to integrate this tool, but as this is my first ever steam game, I'm a bit lost. But if there are any "gotchas" for that situation, I'd love to hear them. ![]() Maybe it's best to just let this simmer for 24 hours or so and get back to it tomorrow.ĭoes anyone know if Steam needs a game build uploaded for the workshop to show up in the steam client? I'm hoping just running in unity is enough to test this for now till I get my interface stable for a build. My uploading popup is now broken (I can't type any names cause of a new interface focus issue, yay for editing fields losing focus while the user tries to type text), so I can't test further. But it seems at least some of the below issues might just be caused by the delay in steam enabling all the switches to make workshop tick for the game. I still can't get to workshop in a browser or the steam client to check that part (or manage/unsub for that matter). Edit: My test level from the below test just showed up in the workshop search in game. ![]()
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