Morfey

Results 4 issues of Morfey

### Expected behavior Tameable entity have to remain leashed at their positions ### Observed/Actual behavior Tameable entity teleports to player and unleashes ### Steps/models to reproduce https://youtu.be/8fpqHAmN1uU ### Plugin and...

type: bug
status: accepted
good first issue
priority: low
version: 1.19

[ObjectPool:36](https://github.com/neuecc/UniRx/blob/284d5c50d3f1ddd9fa7df3d382ea904732a9c2ff/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Toolkit/ObjectPool.cs#L35C9-L37C23) Have: `Called before return to pool, useful for set active object(it is default behavior).` Expected: `Called before taking from pool, useful for set active object(it is default behavior)`

I'm creating lobby like this: ``` Lobby? lobby = await SteamMatchmaking.CreateLobbyAsync(Constants.MaxLobbyMembers); if (lobby == null) return null; lobby?.SetData("GameCode", "ABCD1234")); lobby?.SetJoinable(true); lobby?.SetPublic(); ``` And after I try to find it by...

Add `SteamFriends.GetFriendRichPresenceKeyCount` and `SteamFriends.GetFriendRichPresenceKeyByIndex` It's already part of Internal ISteamFriends, why don't add them in `SteamFriends.cs` like this: ```csharp /// /// Gets a rich presence count for given steamid ///...