The Steamworks C# implementations I found that were compatible with Unity have worked for a long time. But I hate them all. For a number of different reasons.
* They're not C#, they're just a collection of functions.
* They're not up to date.
* They require a 3rd party native dll.
* They can't be compiled into a standalone dll (in Unity).
* They have a license.
C# is meant to make things easier. So lets try to wrap it up in a way that makes it all easier.
Your can find more examples of Lobby functionality in the Lobby.cs file in the test project. Sending chat messages, assinging lobby data and member data, etc.
Yeah this works under Unity. That's half the point of it.
There's another repo with an example project with it working in Unity. You can find it [here](https://github.com/Facepunch/Facepunch.Steamworks.Unity/blob/master/Assets/Scripts/SteamTest.cs).
The TLDR is before you create the Client or the Server, call this to let Facepunch.Steamworks know which platform we're on - because it can't tell the difference between osx and linux by itself.
You'll also want to put steam_api64.dll and steam_appid.txt (on windows 64) in your project root next to Assets, and use an editor script like [this](https://github.com/Facepunch/Facepunch.Steamworks.Unity/blob/master/Assets/Scripts/Editor/CopySteamLibraries.cs) to copy them into standalone builds.