[section]Overview[/section] The Steam Events Team often helps other companies and organizations bring their third-party events to Steam. Your games may even be invited to participate in these third-party events by the event organizers. …
[/list] [*][h4]Q: How can I know more about upcoming third-party events? / Does Steam keep a list of upcoming third-party events? / Can Steam introduce me to third-party event organizers?[/h4] [b]A:[/b] Steam does not have a calendar of upcoming events organized by third parties, nor can we offer introductions. …
nSendFlags determines the delivery guarantees that will be provided, when data should be buffered, etc. E.g.: [list] [*] k_nSteamNetworkingSend_Unreliable [*] k_nSteamNetworkingSend_Reliable [*] k_nSteamNetworkingSend_NoNagle [*] k_nSteamNetworkingSend_NoDelay [/list] Note that the semantics we use for messages are not precisely the same as the semantics of a standard "stream" socket. …
[subsection=GetIdentity]GetIdentity[/subsection] [code=cpp]bool GetIdentity( SteamNetworkingIdentity *pIdentity );[/code] Get the identity assigned to this interface. E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned to the gameserver. …
Creating a Steam widget for an unreleased game will generate a widget with an "Add to Wishlist" button instead of a "Buy on Steam" button. [section]Creating your Widget[/section] To create your Steam widget, you will need to head over to your public store page in Steam. This widget will keep up to date as you change your product price or discount, add platforms, or update your branding image. …
[section]Overview[/section] Steam started as a multiplayer gaming platform with the release of Counter-Strike 1.6 and multiplayer has always been a huge focus. Steam provides many different features and APIs to improve the multiplayer experience for developers and customers alike. With these features you can easily allow players to find and play with each other using the Steam Matchmaking APIs, or use the Steam Game Servers API to provide persistent dedicated servers that your players can create communities around. …
[section]Overview[/section] Games that have achieved broad player engagement and some commercial success are eligible to create content that players can use in their Steam Community profile. These include Steam Trading Cards, Badges, Background, and Emoticons. Players on Steam can highlight content from their favorite games in various ways: [list] [*] Collect, trade and market [doclink=marketing/tradingcards]Steam Trading Cards[/doclink]. [*] Collect, trade, market and display emoticons and backgrounds on their profiles. [*] Craft badges to increase Steam XP and display on their profiles. [*] Use game emoticons in chat and posts on the Steam Community. [*] Include the game in their Game Collector showcase. [*] Display in-game items in the "Item Collector" and "Items To Trade" showcases. [*] Display game achievements in their Achievement Showcase. …
[h4]Q. Does this mean Steam thinks my game is fake? Do you think I'm a bad actor?[/h4] [b]A.[/b] No. Steam doesn't mark your game "bad" or "fake" - we will automatically recheck your game against our sales and player metrics several times per day. …
[b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamTimeline::SteamTimelineEventRecordingExists_t[/apitype] call result. …
[b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamTimeline::SteamTimelineGamePhaseRecordingExists_t[/apitype] call result. …
[subsection=CloseP2PChannelWithUser]CloseP2PChannelWithUser[/subsection] [code=cpp]bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDRemote[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user to close the connection with.…
[subsection=CloseP2PSessionWithUser]CloseP2PSessionWithUser[/subsection] [code=cpp]bool CloseP2PSessionWithUser( CSteamID steamIDRemote );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDRemote[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user to close the connection with.…
If the call failed then most likely Steam is not initialized. Make sure you have a Steam client open when you try to make this call and that [api]steam_api::SteamAPI_Init[/api] has been called before it. …
[code=cpp] ... // Initialize Steam bool bRet = SteamAPI_Init(); // Create the SteamAchievements object if Steam was successfully initialized if (bRet) { g_SteamAchievements = new CSteamAchievements(g_Achievements, 4); } ... …
SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. …
Developers can include a file named [b]vrpreferences.json[/b] at the root of their game package and SteamVR will read this file and automatically create the corresponding per-application default values for relevant settings. [callout]The [b]vrpreferences.json[/b] file is read when the application is being installed or upon startup of SteamVR. …
Make sure you include the timing and length of your advance access period. We (Steam) will need to stage the Advance Access start date/time. This information can be communicated with a specific Steam contact directly or with the whole team by [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?…
[url= https://partner.steamgames.com/doc/store/earlyaccess] Steam Early Access [/url] enables you to sell your game on Steam while it is still being developed, and provides context to customers that a product should be considered "unfinished.…
ESteamNetworkingIdentityType m_eType; // // Get/Set in various formats. // void Clear(); bool IsInvalid() const; // Return true if we are the invalid type. Does not make any other validity checks (e.g. is SteamID actually valid) void SetSteamID( CSteamID steamID ); CSteamID GetSteamID() const; // Return black CSteamID (!IsValid()) if identity is not a SteamID void SetSteamID64( uint64 steamID ); // Takes SteamID as raw 64-bit number uint64 GetSteamID64() const; // Returns 0 if identity is not SteamID void SetIPAddr( const SteamNetworkingIPAddr &addr ); // Set to specified IP:port const SteamNetworkingIPAddr *GetIPAddr() const; // returns null if we are not an IP address. // "localhost" is equivalent for many purposes to "anonymous.…
[code]SteamNetworkingPOPID CalculateSteamNetworkingPOPIDFromString( const char *pszCode )[/code] Convert 3- or 4-character ID to 32-bit int. …
To add bindings for Steam Frame Controllers you must have the SteamFrameOpenXRExtension plugin enabled. Then related Input Keys will show up in Unreal Engine's keybinding system. …
To enable it, ensure that the plugin is enabled by going to [b]Window > Plugins[/b] in the Editor and making sure [b]Online Subsystem Steam[/b] is enabled. With that enabled, update your application’s DefaultEngine.ini file with the following, being sure to replace the SteamDevAppId with your own AppId: [code] [/Script/Engine.GameEngine] +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver") [OnlineSubsystem] DefaultPlatformService=Steam [OnlineSubsystemSteam] bEnabled=true SteamDevAppId=12345 ; If using Sessions bInitServerOnClient=true [/Script/OnlineSubsystemSteam.SteamNetDriver] NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection" [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] bDisableLibCppSharedDependencyValidation=True bSkipLibCpp=false [/code] [callout]For [b]Steamworks 1.64[/b] (adds 16KB page alignment for Android) you can cherry pick: https://github.com/Valve-VR/UnrealEngine/commit/be15c597a54371a3480d75694ddfed9a56e84de4[/callout] [section]Debugging and Profiling[/section] Please see the main [doclink=steamframe/debugging][/doclink] page for general information on the options available for debugging games on Steam Frame. …
[section]Overview[/section] This guide explains how languages are supported across Steam. Steam is a global platform with full official support for 29 languages across many platform features. Supporting as many languages, currencies and payment methods as possible enables Steam to provide the best experience possible to customers around the world. Over 60% of Steam users use it in a language other than English, so tailoring your experience for those users is important. [section]Types of localization[/section] Steam supports two separate types of localization - store page and in-game. …
[section]Steam Input[/section] "Steam Input" is the umbrella term referring to the entire collection of software, hardware, and configuration utilities that Steam uses to interface with games. [section]Steam Input Configurator[/section] The Steam Input Configurator (SIC) is built into the Steam client and sits between the player and their game/application. …
Again, the voice of someone they trust can make all the difference in discovering the interesting and exciting games to play next. These are the goals of Steam Curators–giving a way for trusted voices to help players explore Steam and discover interesting new games to play. [section]Steam Curators[/section] A Steam Curator is an individual or group of people who are interested in improving the shopping experience for others by highlighting games from within the Steam catalog. …
Some Curators started out as well-known individuals or press organizations that have established communities. Some have started entirely through Steam Curators and have built up an audience by serving a particular genre or niche audience really well. For a complete overview on Steam Curators, please see http://store.steampowered.com/about/curators/ [section]Curator Connect[/section] Curator Connect is designed to make it easy for you to send review copies to the Steam Curators with the right voice, personality, and audience for your game. …
[h3]Create and add your dedicated VR accounts[/h3] [callout] [list] [*]First, please go ahead and create one Steam account per VR station that will be used at the location. Create the [url=https://store.steampowered.com/join]new Steam accounts here[/url]. …
Adding the station's account to your licensed master account is required in order to view and purchase commercial licenses with the individual station's Steam account. [/list] [/callout] [h3]Purchase games for commercial use on Steam[/h3] [callout] Only games specifically mentioned for commercial use on Steam can be offered to your customers and patrons. …
Events are your communication channel with your players and prospective players on Steam. You can author a single event with images and metadata attached to it, and it will automatically be pushed out to all the relevant locations across Steam. To use this feature, your Steam account will need the 'Edit App Marketing Data'. [docimg=docs_events_vis_overview.jpg]docs_events_vis_overview.jpg[/docimg] Events appear in three main areas of Steam: [olist] [*] [b]Steam Community[/b] - Events appear on your community hub and in the activity feed of players that follow your game. [*] [b]Steam Store[/b] - Events appear on your game's store page and on the homepage when used with an [doclink=https://partner.steamgames.com/doc/marketing/visibility#update]Update Visibility Round[/doclink]. [*] [b]Steam Library[/b] - Events can appear on the library homepage and on your game's library detail page for players that play your game. …
[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]That the key is associated with. Must be a steam economy app.[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of user attempting to initiate a trade[/td][/tr] [tr][td][b]targetid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of user that is the target of the trade invitation[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …
[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]That the key is associated with. Must be a steam economy app.[/td][/tr] [tr][td][b]partya[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of first user in the trade[/td][/tr] [tr][td][b]partyb[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of second user in the trade[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …
[section]Testing[/section] Before deploying your update, you'll probably want to make sure you test it yourself from a Steam build. There are a number different ways you can do this, so be sure to check out the [doclink=store/testing]Testing on Steam documentation[/doclink]. …
This will allow your update information to appear accessible from the 'downloads' panel in the Steam client and to any customer that is following your game (which they can do from your community hub or store page), on your store page, and within the Steam library. …
The Steam Controller has left and right circular trackpads, whereas the PlayStation 4 controller features a single rectangular trackpad in the center. …
The PlayStation 4 and Xbox controllers all feature twin sticks, but the Steam Controller only has one, which is considered the "Left Joystick" in this case. The PlayStation 4, Xbox, and Steam controllers all feature "clickable sticks", that is, an extra digital button that sits underneath the joystick assembly itself. …