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    Struct LobbyCreated_t

    Purpose: Result of our request to create a Lobby m_eResult == k_EResultOK on success at this point, the lobby has been joined and is ready for use a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.Steamworks.Interop
    Assembly: Unity.Steamworks.Interop.dll
    Syntax
    [Serializable]
    [CallbackIdentity(513)]
    public struct LobbyCreated_t

    Fields

    k_iCallback

    The identifier Steam dispatches this callback under.

    Declaration
    public const int k_iCallback = 513
    Field Value
    Type Description
    int

    m_eResult

    k_EResultOK - the lobby was successfully created

    Declaration
    public EResult m_eResult
    Field Value
    Type Description
    EResult

    m_ulSteamIDLobby

    k_EResultNoConnection - your Steam client doesn't have a connection to the back-end k_EResultTimeout - you the message to the Steam servers, but it didn't respond k_EResultFail - the server responded, but with an unknown internal error k_EResultAccessDenied - your game isn't set to allow lobbies, or your client does haven't rights to play the game k_EResultLimitExceeded - your game client has created too many lobbies chat room, zero if failed

    Declaration
    public ulong m_ulSteamIDLobby
    Field Value
    Type Description
    ulong
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