diff --git a/Facepunch.Steamworks/Client.cs b/Facepunch.Steamworks/Client.cs
index 677dfaa..177e03d 100644
--- a/Facepunch.Steamworks/Client.cs
+++ b/Facepunch.Steamworks/Client.cs
@@ -254,6 +254,13 @@ public Leaderboard GetLeaderboard( string name, LeaderboardSortMethod sortMethod
return board;
}
+ ///
+ /// Checks if the current user's Steam client is connected and logged on to the Steam servers.
+ /// If it's not then no real-time services provided by the Steamworks API will be enabled.
+ /// The Steam client will automatically be trying to recreate the connection as often as possible.
+ /// All of the API calls that rely on this will check internally.
+ ///
+ public bool IsLoggedOn => native.user.BLoggedOn();
///
/// True if we're subscribed/authorised to be running this app
diff --git a/Facepunch.Steamworks/Interop/Native.cs b/Facepunch.Steamworks/Interop/Native.cs
index 3bfebc2..6ff8939 100644
--- a/Facepunch.Steamworks/Interop/Native.cs
+++ b/Facepunch.Steamworks/Interop/Native.cs
@@ -60,14 +60,6 @@ internal bool InitClient( BaseSteamworks steamworks )
return false;
}
- // Ensure that the user has logged into Steam. This will always return true if the game is launched
- // from Steam, but if Steam is at the login prompt when you run your game it will return false.
- if ( !user.BLoggedOn() )
- {
- Console.Error.WriteLine( "InitClient: Not Logged On" );
- return false;
- }
-
return true;
}