Steamworks.NET breaking EventSystem (buttons etc.) on use within Awake
Just including the SteamManager in my scene did not change anything (even after setting the compile flag STEAMWORKS_WIN that was not set automatically, it only set STEAMWORKS_NET which is not used anymore i guess?), but as soon as any other MonoBehavior uses Steamworks (inside its Awake method) eg. with the following trivial code
if (SteamManager.Initialized) { }
any click handler (~~Input.MouseButtonDown~~ or OnClick of Buttons), Mouse Hover etc. stop to work. Interacting with the game with keyboard still works and there is no warning or error being displayed. The error persists with the standalone client.
CORRECTION: Input.X still works. The problem seems to be limited to Unitys EventSystem with UI clicks, drags and hover.
- Steamworks.NET version: 20.1.0
- Unity Version: tested with 2021.2.8f1 on windows and linux
- Initializing Steamworks obviously worked fine as steam shows me as playing the game
UPDATE: The problem was actually only present when performing that check inside Awake of another Monobehavior. Changing SteamManagers script priority in the "Script Execution Order" of the project settings to -100 solved the problem. Even without this (or with +100) the check SteamManager.Initialized returned True and there was no indication why the EventSystem should be broken by this...