[subsection]Picking a template[/subsection] Console controllers do not differentiate between the various gamepad template variants, but these settings are important for the Steam Controller. Here's an explanation of the templates and which type of games they are intended for: [list] [*] [b]Gamepad[/b] - This emulates an Xbox controller with the right trackpad being turned into a raw emulated joystick. …
[/b] If you are accepting items such as weapons via the Workshop, it may be important for you to be able to assign the attributes of the weapon such as speed, power, damage, reload time, etc. in order to best balance the gameplay in your title. [*] [b]Want tight control over the content added to your game.…
[docimg=Spacewar_Cloud_Properties.png]Spacewar_Cloud_Properties.png[/docimg] [section=notes-and-best-practices]Notes and Best Practices[/section] It is important to remember that Steam will synchronize the user's Steam Cloud files for your game before and after every session. Any matching files which change during the session will be uploaded to Cloud storage immediately afterward. …
[/h6] [section=process]Compatibility Review Process[/section] There are three different ways a game can be added to the testing queue: [list] [*]When a back-catalog title meets certain automated heuristics, it will automatically be added to the review queue with no need for you to submit a manual request. [*]When Valve identifies a game as important to Steam Hardware customers, we may sometimes add games to the review queue with no need for you to submit a manual request. [*]Partners can manually request a review for an upcoming or a back-catalog title by using the "Steam Hardware Compatibility Review" link in the Technical Tools sections of your app landing page. …
. [*][b]xr.VRS.SteamFrame.TestFoveation.PeripheralDensity[/b] - The same as FovealDensity, but for pixels outside of the mid-quality band. [/list] [i]Important Note: The density value is read from the density map once per bin. This means that the foveation values may appear to affect much larger regions of the screen than would be expected and may appear blocky. …
Be sure to submit your demo store assets and build for review ahead of your relevant deadline. It's important to give yourself extra time in case you fail build review the first time and have to resubmit. Please note that build review is only to validate that the game has the features you've promised and it runs—it is [i]not[/i] a full QA process, and will not catch or even look for most bugs. …
Of course, no two events are exactly alike, but we wanted to highlight these few because they accomplish several important communication goals:[list] [*]The event's theme comes through clearly for customers, even after a quick glance. [*]Customers get a quick sense of kinds of games the Sales Page will include, even before they click the banner. [*]The event's host is clearly presented, or, in the case of Franchise Sales and Publisher Sales, it's implicit. [*]If the event has a livestream component, the asset communicates when it begins. …
[section=callbacks]Callbacks[/section] Callbacks are one of the most important aspect of Steamworks, they allow you to retrieve data asynchronously from Steam without locking up your game. The goal of the callbacks are to provide a simple, light-weight, type-safe, thread-safe method of raising asynchronous events to any object registered as a listener. …
In general, it works well for a wide variety of game content structures. However, there are some important things to know in terms of optimization and avoiding situations that can cause inefficiency. [b]Note:[/b] If your game uses [b]Unreal Engine[/b], please see the notes specific to these pack files at the end of this section. …
The failure reasons are typically out of your control and tend to not be very important. Just keep retrying your API Call until it works. [b]Returns:[/b] [apitype]ISteamUtils::ESteamAPICallFailure[/apitype] [b]See Also:[/b] [api]ISteamUtils::IsAPICallCompleted[/api], [api]ISteamUtils::GetAPICallResult[/api] [b]Example:[/b] [code=cpp]void CHTMLSurface::OnBrowserReady( HTML_BrowserReady_t *pBrowserReady, bool bIOFailure ) { if ( bIOFailure ) { SteamUtils()->GetAPICallFailureReason( handle ); // handle must be stored separately. …
[/td][/tr] [/table] Checks whether an inventory result handle belongs to the specified Steam ID. This is important when using [api]ISteamInventory::DeserializeResult[/api], to verify that a remote player is not pretending to have a different user's inventory. …