[section]Global Settings[/section] Before we start a game we'll need to make some basic choices and set some global settings in Big Picture mode. [subsection]Step 1: Pick a Controller[/subsection] If you're reading this, it's presumably because you want to use a certain controller with a certain game. …
" [docimg=desktop_settings.png]desktop_settings.png[/docimg] From there, select "Controller." [docimg=desktop_settings_controller.png]desktop_settings_controller.png[/docimg] From here you can change the general controller settings, as well as change three different global configurations. …
[/td][/tr] [tr][td][b]pchHost[/b][/td][td]const char *[/td][td]The host to set this cookie for.[/td][/tr] [tr][td][b]pchUrl[/b][/td][td]const char *[/td][td]The url to set this cookie for.[/td][/tr] [tr][td][b]pchCookie[/b][/td][td]const char *[/td][td]The cookie to set.…
Use [api]ISteamHTTP::SetHTTPRequestAbsoluteTimeoutMS[/api] if you need a strict maximum timeout. [b]Returns:[/b] bool Returns [b]true[/b] upon successfully setting the timeout. …
[subsection=SetGameData]SetGameData[/subsection] [code=cpp]void SetGameData( const char *pchGameData );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchGameData[/b][/td][td]const char *[/td][td]The new "gamedata" value to set. …
[subsection=SetGameTags]SetGameTags[/subsection] [code=cpp]void SetGameTags( const char *pchGameTags );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchGameTags[/b][/td][td]const char *[/td][td]The new "gametags" value to set. …
[b][code-inline]*[/code-inline][/b] To define the string to display in Steam friends list and chat, set the [code-inline]steam_display[/code-inline] key/value in [url=https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence]SetRichPresence[/url]. …
[docimg=party_rp.jpg]When friends playing together are grouped, others know if there is room for them to join[/docimg] [b][code-inline]*[/code-inline][/b] To define the grouping of players in the Steam friends list and chat, set the [code-inline]steam_player_group[/code-inline] and [code-inline]steam_player_group_size[/code-inline] key/values in [url=https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence]SetRichPresence[/url]. …
. [*] [b]API Name[/b] - The string used to access this stat using the API. [*] [b]Set By[/b] - Sets who can modify the stat. The default is Client. For more see [doclink=#game_server_stats][/doclink]. [*] [b]Increment Only[/b] - If set, this stat is only allowed to increase in value over time. [*] [b]Max Change[/b] - If set, sets a limit on the amount that the stat's value can change from one SetStat call to the next. [*] [b]Min Value[/b] - If set, the minimum numerical value this stat may take. …
This is to help ensure consistency and to avoid making it possible for a malicious game server to set anyone's stats at any time. Given the restriction, it is important not to wait until the end of a round to set stats. Set them continuously so you can store them as a user quits. …
They also set what skill level they'd like to match with. [*] The game searches for lobbies that have a similar same set of rules, using the lobby search API. …
[/olist] [section]Creating and updating a skill value for a player[/section] To set up a skill for a player, you create new stats as detailed on the Stats API page. If desired, you can set up multiple stats to track multiple skill axis. …
You will most likely have multiple sections of this type that are populated with different sets of games. [section]Setting Up: Linked App List[/section] If your sale contains more than about 20 games, you may want to use the Linked App List to define the full set of games to include on your page. …
[docimg=sectionType_Items.jpg]sectionType_Items.jpg[/docimg] Showing a 4-row grid set to display "2/3/4/3" format [subsection]Display as a carousel[/subsection] If you set a section to appear as a carousel, any items that do not fit in the initial display will accessible by click the right or left arrows that appear next to the section. …
[section]Step 1 - Setup New App[/section] Follow these [doclink=sdk/uploading#Initial_Setup_New_App]general instructions[/doclink] for setting up a new app on Steam. Then from your [b]App Admin[/b] page, click [b]Edit Steamworks Settings[/b] under [b]Technical Tools[/b]. [docimg=steamworks_settings.png]steamworks_settings.png[/docimg] [section]Step 2 - Set Supported Operating Systems[/section] Navigate to the [b]Application > General[/b] tab for your app, and check [b]Android [/b] under [b]Supported Operating Systems[/b]. …
[b]NOTE:[/b] This will work only on achievements that game servers are allowed to set. If the "Set By" field for this achievement is "Official GS" then only game servers that have been declared as officially controlled by you will be able to set it. …
[b]NOTE:[/b] This will work only on achievements that game servers are allowed to set. If the "Set By" field for this achievement is "Official GS" then only game servers that have been declared as officially controlled by you will be able to set it. …
[/td][/tr] [tr][td]Invert Horizontal Axis[/td][td]On, Off[/td][td]If set, moving left on the pad will move the mouse right, while moving right on the pad will move the mouse left. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out.…
[/td][/tr] [tr][td]Invert Vertical Axis[/td][td]On, Off[/td][td]If set, moving up on the pad will move the mouse down, while moving down on the pad will move the mouse up. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out.…
The following fields must be completed to define a leaderboard: [list] [*] [b]Name[/b] - Set this to be a name that makes sense as part of internal development. [*] [b]Community Name[/b] - If the leaderboard is to be shown on the Community Hub, set the public facing name here. …
Select from Numeric, Seconds or Milliseconds. [*] [b]Writes[/b] - If this is set to Trusted, the leaderboard scores cannot be set by clients, and can only be set by via SetLeaderboardScore WebAPI. Defaults to false. [*] [b]Reads[/b] - If this is set to Friends, the game can only read leaderboard scores for friends of the user, all scores can always be read by WebAPI. …
You must hook up the Win32 [url=https://msdn.microsoft.com/en-us/library/5z4bw5h5.aspx]_set_se_translator[/url] function which calls a function you create to handle the minidump. In that function you can use [api]steam_api::SteamAPI_SetMiniDumpComment[/api] and [api]steam_api::SteamAPI_WriteMiniDump[/api] to notify Steam about the impending crash. …
SteamAPI_SetMiniDumpComment( "Minidump comment: SteamworksExample.exe\n" ); // The 0 here is a build ID, we don't set it. // Note that values larger than ten million (10,000,000) will cause error reporting to fail. …
The results are returned ordered by geographical distance and based on any near filters set. By default, we will not return lobbies that are already full, and the distance filter is set to [apitype]ISteamMatchmaking::k_ELobbyDistanceFilterDefault[/apitype] (nearby). …
If lobby data is changed on a lobby, all lobby members will receive a [apitype]ISteamMatchmaking::LobbyDataUpdate_t[/apitype] callback (this callback is the same way you know a [api]ISteamMatchmaking::RequestLobbyData[/api] call has completed). These are the set of functions you can use to get and set lobby data. Only the lobby owner can set or delete the lobby data. [list] [*] [api]ISteamMatchmaking::SetLobbyData[/api] [*] [api]ISteamMatchmaking::GetLobbyData[/api] [*] [api]ISteamMatchmaking::DeleteLobbyData[/api] [/list] Functions which allow you to iterate over the metadata, (this is typically only used for debugging purposes): [list] [*] [api]ISteamMatchmaking::GetLobbyDataCount[/api] [*] [api]ISteamMatchmaking::GetLobbyDataByIndex[/api] [/list] Lobbies also allow members to set their own metadata that other members can receive updates for with the following functions. …
One alternative is to call SteamAPI_RunCallbacks from the main thread only, and call [api]steam_api::SteamAPI_ReleaseCurrentThreadMemory[/api] regularly on other threads. [subsection=SteamAPI_SetMiniDumpComment]SteamAPI_SetMiniDumpComment[/subsection] [code=cpp]S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchMsg[/b][/td][td]const char *[/td][td]The message to attach to the minidump. …
[/td][/tr] [tr=k_EBroadcastUploadResultRelayFailed][td][b]k_EBroadcastUploadResultRelayFailed[/b][/td][td]9[/td][td]Relay dropped the upload.[/td][/tr] [tr=k_EBroadcastUploadResultSettingsChanged][td][b]k_EBroadcastUploadResultSettingsChanged[/b][/td][td]10[/td][td]The client changed broadcast settings.[/td][/tr] [tr=k_EBroadcastUploadResultMissingAudio][td][b]k_EBroadcastUploadResultMissingAudio[/b][/td][td]11[/td][td]Client failed to send audio data.…
We recommend that you only white-list properties that you are fine with an untrusted client setting (i.e. the user can spoof messages to set the value to whatever they want). Currently you can modify up to 100 items for a user in each call. …
[h4]Applying Restrictions[/h4] As mentioned previously, you can white-list certain properties so they can be set from the client. But you can also further restrict what properties can be set by requiring the target item to have a specific [code-inline]tag_category:tag_value[/code-inline] pair or for any [code-inline]tag_category[/code-inline] value. …
If you release your demo by that date then press can potentially try out your demo. [*] [b]Set your demo live in time for Next Fest[/b] - Steam Next Fest only includes games with demos, so please be sure to set yours live ahead of the start of Next Fest. [*] [b]Check your tags/categories[/b] - Steam Next Fest is organized based on the categories you selected when you registered (up to 2 categories per game) and then based on the store tags applied to your game. …
Best to try all that out well in advance of Next Fest to make sure that your stream goes smoothly. Learn more: [doclink=store/broadcast/setting_up]Setting Up A Stream[/doclink]. If you plan on streaming the Demo of your game, be sure to check out [doclink=store/broadcast/demo] Broadcasting a Game Demo to the Store Page[/doclink], as it works differently from regular livestreams. [*] [b]Turn on broadcast chat by default[/b] - When you set your live stream to appear on your store page, you can configure the chat window to be open by default. …
[docimg=spacewar_leaderboards]spacewar_leaderboards[/docimg] The following fields must be completed to define a leaderboard: [list] [*]Name - Set this to be a name that makes sense as part of internal development. [*]Community Name - If the leaderboard is to be shown on the Community Hub, set the public facing name here. …
Select from Numeric, Seconds or Milliseconds. [*]Writes - If this is set to Trusted, the leaderboard scores cannot be set by clients, and can only be set by via SetLeaderboardScore WebAPI. Defaults to false. [*]Reads - If this is set to Friends, the game can only read leaderboard scores for friends of the user, all scores can always be read by WebAPI. …
A few special things are going on here -- first of all, there's two [doclink=features/steam_controller/action_set_layers]action layers[/doclink] for the Unit and Build menus, but it's also set up to use actions in chords. In this game, you can assign units, buildings, or groups of units to ten groups bound to ten hotkeys (implemented here as actions "Group 0" through "Group 9"). …
Base actions such as "click", "cancel", "select", and "inspect" are always available in the base action set, whereas other actions come in via [doclink=features/steam_controller/action_set_layers]action set layers[/doclink] depending on context. …
These events occur when the application frame times are too high, or the application is being throttled (for example via SteamVR Settings for the application or when using SteamVR Motion Smoothing). [*][b]peakGpu(MHz)[/b]: The peak GPU clock, in Megahertz. [*][b]peakPower(W)[/b]: The peak total system power, in Watts. [*][b]refresh(Hz)[/b]: The headset's refresh rate (as set by the user in the SteamVR Settings for the application). [*][b]throttle[/b]: The frame limit, either set by the user through SteamVR Settings for the application, or by SteamVR when Motion Smoothing is active. [*][b]width[/b] and [b]height[/b]: The minimum resolution of any frame submitted by the application during the period since the last sample. …
Xorg should be the default session, the username is [b]steamos[/b] and the password is whatever you had previously set in Developer Mode settings. [docimg=steamframe-xrdp.png]steamframe-xrdp.png[/docimg] [section]SSH and ADB[/section] After [doclink=steamframe/setup]enabling Developer Mode[/doclink], you can [b]ssh [/b]into the headset using the default user [b]steamos[/b] and whatever password you had set under [b]Developer Mode [/b]settings: [code]ssh steamos@frame[/code] Alternatively, you can [b]adb[/b] into the headset by plugging the headset directly into your PC with a USB cable. …
You can set any value between 0.0 and 1.0, and the default value is 0.8. At 0.8, the mouse region should cover the entire screen surface of a standard 16:9 screen, regardless of whether the mouse region shape is rectangular or circular. …
[subsection]Horizontal/Vertical Position[/subsection] These let you set the on-screen position that the mouse region is centered upon. Note that 0,0 represents the upper-left corner of the screen and 1,1 represents the lower-right. …