Hello there! Thanks to whoever ends up reading this. I'll be as concise as possible.
When calling:
InventoryDef[] storeitems = await SteamInventory.GetDefinitionsWithPricesAsync();
Inside of my async void Start() MonoBehaviour function - it never returns. It appears to be spinning forever in the await call.
I know its not just on my end, because I can get SteamInventory.Definitions from a normal SteamInventory.LoadItemDefinitions(); call.
And, I am loading everything else fine as well, including asyncly - for instance, the following also works just fine:
InventoryResult? result = await SteamInventory.GetAllItemsAsync();
if(result.HasValue)
{
Debug.LogFormat("Local Steam user has purchased {0} items for this game.", result.Value.ItemCount);
}
I am able to extract all my item data out of the SteamInventory.Definitions, and also get the local client's items from SteamInventory.Items. Everything is populated just fine, except for the price data - which is always set to 0.00 - hence why I even switched to calling GetDefinitionsWithPricesAsync() in the first place.
I would expect either a null array, empty array, or an array of InventoryDef - so I presume this isn't the correct behavior.
Running on Windows 10
Unity 6 (6000.0.42f1)
Hopefully I didn't miss something easy here, and ended up bothering you for no reason.
Thanks again!
Hello there! Thanks to whoever ends up reading this. I'll be as concise as possible.
When calling:
Inside of my
async void Start()MonoBehaviour function - it never returns. It appears to be spinning forever in the await call.I know its not just on my end, because I can get
SteamInventory.Definitionsfrom a normalSteamInventory.LoadItemDefinitions();call.And, I am loading everything else fine as well, including asyncly - for instance, the following also works just fine:
I am able to extract all my item data out of the
SteamInventory.Definitions, and also get the local client's items fromSteamInventory.Items. Everything is populated just fine, except for the price data - which is always set to 0.00 - hence why I even switched to callingGetDefinitionsWithPricesAsync()in the first place.I would expect either a null array, empty array, or an array of
InventoryDef- so I presume this isn't the correct behavior.Running on Windows 10
Unity 6 (6000.0.42f1)
Hopefully I didn't miss something easy here, and ended up bothering you for no reason.
Thanks again!