[/list] [/list] [b]Example code[/b] [code] curl --request POST \ --header "Content-Type: application/x-www-form-urlencoded" \ --form appid=30400 \ --form 'itemdefs=[{"appid":"30400","itemdefid":"418","type":"item","display_type":"bag","name":"Bag of Stuff","description":"This bag contains stuff.…
Note: This only applies to games running through FEX (e.g. Windows x86 builds using Proton). [/list]…
[h4]Submitting requests[/h4] All requests should be sent using HTTP 1.1 GET or POST using a TLS secure connection. The Content-Type should be "application/x-www-form-urlencoded" and the POST parameters should be in the body of the request in standard form urlencoding format. Text should be transmitted as UTF-8. …
If the Quantity value for this item is greater than one, this value is the total that will get charged (Amount = Quantity x item_cost). [*] Item Description - A text description for the item. This will be displayed to the user when they are prompted to authorize the transaction. …
[subsection]Icons[/subsection] For best results, achievement icons should be 256x256 pixel PNG images. They can be as small as 64x64, but we recommend using the larger size. Icons must be square, and larger icons are scaled down to 256x256. …
. [*] [url=https://lttng.org/download]lTTng[/url] - a Linux tracing tool [*] [url=https://apitrace.github.io/]apitrace[/url] project - a set of tools for tracing and replaying OpenGL and OpenGL ES calls from your game [*] [url=http://www.rotateright.com/]Zoom[/url] - a CPU profiler with a powerful and friendly user interface [/list] [subsection]Linux APIs[/subsection] [url=https://www.khronos.org/vulkan/]Vulkan[/url] is the prefered library for high-performance graphics rendering. It is the open equivalent to DirectX12 and Metal. [url=http://www.opengl.org/documentation/]OpenGL[/url] was the older standard graphics rendering. A majority of games make direct calls to OpenGL but there are other games that use a translation method where legacy rendering code is translated into OpenGL calls. …
Exchange recipes are evaluated atomically by the Inventory Service; if the supplied components do not match the recipe, or do not contain sufficient quantity, the exchange will fail. For example: [code]exchange: 101x1,102x1;103x5;104x3,105x3[/code] Will allow the item to be exchanged for either one #101 and one #102, five #103s or three #104s and three #105s. …
[b]Example:[/b] [code=cpp]extern "C" void __cdecl SteamAPIDebugTextHook( int nSeverity, const char *pchDebugText ) { ::OutputDebugString( pchDebugText ); if ( nSeverity >= 1 ) { // place to set a breakpoint for catching API errors int x = 3; x = x; } } void EnableWarningMessageHook() { SteamUtils()->SetWarningMessageHook( &SteamAPIDebugTextHook ); }[/code] [subsection=ShowGamepadTextInput]ShowGamepadTextInput[/subsection] [code=cpp]bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]eInputMode[/b][/td][td][apitype]ISteamUtils::EGamepadTextInputMode[/apitype][/td][td]Selects the input mode to use, either Normal or Password (hidden text)[/td][/tr] [tr][td][b]eLineInputMode[/b][/td][td][apitype]ISteamUtils::EGamepadTextInputLineMode[/apitype][/td][td]Controls whether to use single or multi line input.…
[b]See Also:[/b] [api]ISteamUtils::GetEnteredGamepadTextLength[/api], [api]ISteamUtils::GetEnteredGamepadTextInput[/api] [subsection=ShowFloatingGamepadTextInput]ShowFloatingGamepadTextInput[/subsection] [code=cpp]bool ShowFloatingGamepadTextInput( EFloatingGamepadTextInputMode eKeyboardMode, int nTextFieldXPosition, int nTextFieldYPosition, int nTextFieldWidth, int nTextFieldHeight );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]eKeyboardMode[/b][/td][td][apitype]ISteamUtils::EFloatingGamepadTextInputMode[/apitype][/td][td]Selects the keyboard type to use[/td][/tr] [tr][td][b]nTextFieldXPosition[/b][/td][td]int[/td][td]X coordinate of text field which shouldn't be obscured by the floating keyboard[/td][/tr] [tr][td][b]nTextFieldYPosition[/b][/td][td]int[/td][td]Y coordinate of text field which shouldn't be obscured by the floating keyboard[/td][/tr] [tr][td][b]nTextFieldWidth[/b][/td][td]int[/td][td]width of text field which shouldn't be obscured by the floating keyboard[/td][/tr] [tr][td][b]nTextFieldHeight [/b][/td][td]int[/td][td]height of text field which shouldn't be obscured by the floating keyboard[/td][/tr] [/table] Opens a floating keyboard over the game content and sends OS keyboard keys directly to the game. …
Be sure to watch the YouTube video, which explains sale page structure and how to use some of the sections [url]https://youtu.be/9xJ6Tb1RQuY[/url] [subsection]Default Section Types[/subsection] [list] [*][b]Apps and Bundles[/b] - These are apps, packages, or bundles. …
Standard joystick- and mouse- driven actions will usually have two axes, X and Y, but single-axis analog actions are possible too (such as those commonly bound to analog triggers); in this case the action data will still report two axes, but the Y axis will always be zero. …
[b]Example:[/b] [code=cpp]extern "C" void __cdecl SteamAPIDebugTextHook( int nSeverity, const char *pchDebugText ) { ::OutputDebugString( pchDebugText ); if ( nSeverity >= 1 ) { // place to set a breakpoint for catching API errors int x = 3; x = x; } } void EnableWarningMessageHook() { SteamUtils()->SetWarningMessageHook( &SteamAPIDebugTextHook ); }[/code] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamClient. …
The artwork used for the Daily Deal is our standard "Header Capsule" 460px x 215px, and is imported from the associated game or bundle automatically. Daily Deal discounts run from 7 to 14 days. [doclink=marketing/discounts/dailydeal]Learn more here.…
[/b] A: It may mean that you don't have permission to enter a discount for that specific game or package. [*][b]Q: Why isn't my discount displaying to customers with a strikethrough price or a prominent tag saying "X% Off?"[/b] A: Discounts may display differently to customers in different parts of the world, per local laws. Please note that the discounted price is still used, it may just not be displayed as a strikethrough price in all territories. [*][b]Q: I thought the cooldown was 28 days, not 30 days?…
. [*]On PC: [b]adb connect frame[/b] [*]On PC: Open [b]RenderDoc[/b] and in the lower left hand corner select the [b]Android 5.x [/b]device [*]On PC: [b]adb install[/b] your app [*]On PC: In [b]RenderDoc [/b]under [b]Launch Application[/b] select the executable path for your app. …
One instance of this to note is that currently applications that are launched through an app bundle on Apple Silicon devices will launch the best architecture available in the application whereas direct binary launches will use the same architecture as the Steam process (currently x86_64).[/callout] [section]Setting up the SDK for SteamPipe uploads[/section] Download and unzip the latest version of the Steamworks SDK on the machine you will be uploading builds on. …
[subsection]SteamCmd on macOS[/subsection] To enable SteamCmd on macOS you must complete the following steps: [olist] [*] From the terminal, browse to the tools\ContentBuilder\builder_osx [*] Run chmod +x steamcmd [*] Type bash ./steamcmd.sh [*] SteamCmd will then run and update to the latest build, leaving you in the SteamCmd prompt [*] Type exit and press return to exit the prompt [/olist] You can then follow the rest of this documentation (substituting paths as appropriate) to create depot and app config files for uploading your content to Steam. …
[/td][/tr] [/table] Set the timeout in seconds for the HTTP request. The default timeout is 60 seconds if you don't call this. This can get bumped everytime we get more data. Use [api]ISteamHTTP::SetHTTPRequestAbsoluteTimeoutMS[/api] if you need a strict maximum timeout. …
. [*]Change the default anti-aliasing method for mobile to [b]MSAA[/b] in [b]Project Settings > Engine - Rendering[/b], and set [b]MSAA sample count[/b] (Default Settings) to [b]4x MSAA[/b]. [*]Under the [b]Edit > Plugins[/b] menu, locate the [b]Steam Frame OpenXR Extension[/b] in the list, and enable it. [*](Optional, but recommended) Disable the [b]Android File Server[/b], which will speed up deployment and development times [/list] Depending on the needs of your project, other features can be disabled to save rendering performance, such as disabling Custom Depth if not needed. …
. [*] [b]macOS[/b] [code-inline]libsteam_api.dylib[/code-inline] provides both the x64 and arm64 version of the Steam API. You must link this in your Xcode project and add it to a Copy Files build phase with destination "Executables" to copy it into your application bundle. …
[b]See Also:[/b] [api]ISteamUserStats::GetMostAchievedAchievementInfo[/api], [api]ISteamUserStats::GetNextMostAchievedAchievementInfo[/api], [api]ISteamUserStats::GetAchievementAchievedPercent[/api] [subsection=RequestGlobalStats]RequestGlobalStats[/subsection] [code=cpp]SteamAPICall_t RequestGlobalStats( int nHistoryDays );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]nHistoryDays[/b][/td][td]int[/td][td]How many days of day-by-day history to retrieve in addition to the overall totals. The limit is 60.[/td][/tr] [/table] Asynchronously fetches global stats data, which is available for stats marked as "aggregated" in the App Admin panel of the Steamworks website. …
This can help to correct for accidental movement while pulling the trigger.[/td][/tr] [tr][td]Minimum Joystick X Output Value[/td][td]0.0-1.0[/td][td]This value determines the minimum amount of output the joystick will send when swiping. Adjust this value upwards until slow movements don't stop or stutter, but provide clean movement. …