Steamworks Documentation
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In-Game Actions File

If your game did not have any controller and there's players who are using Steam Input, it would be better practice to call [url=https://partner.steamgames.com/doc/api/isteaminput#GetDeviceBindingRevision]GetDeviceBindingRevision[/url] or look at the configuration loaded callback and prompt the user rather than force players who've constructed custom configurations to rebuild them in the new action set structure. [section]Localization[/section] The master IGA file should include a localization section alongside the action set definitions. …

Steam Input Gamepad Emulation - Best Practices

[/list] [docimg=steam_input_gamepad_templates.png]steam_input_gamepad_templates.png[/docimg] Steps for setting the template live for your game in Steamworks can be found [url=https://partner.steamgames.com/doc/features/steam_controller/getting_started_for_devs#23]here[/url] [subsection]Creating a custom configuration[/subsection] Configurations can be auto-converted between most controller types, but you'll at a minimum want to make a Steam Controller and Xbox controller configuration. …

Steam Datagram Relay

If you are a dedicated server hosting company and want to join our network so that your customers can take advantage of SDR, please get in touch with us! We have not yet deployed relays in any third party hosting companies, however we are interested in doing this. …

ISteamUtils Interface

You can also change what value the Steam Client returns per device through the Steamworks Partner Site. This allows you to customize the default configuration used on future Steam hardware without recompiling your game. For example, if your game runs well on Steam Machine using your 'high' user preset, but was released before that device became available, you could configure this method to return [code-inline]k_ESteamHardwareDefaultConfigHigh[/code-inline] when run on those devices. …

[b]Returns:[/b] const char * [b]See Also:[/b] [api]ISteamApps::GetCurrentGameLanguage[/api], [api]ISteamApps::GetAvailableGameLanguages[/api] [subsection=InitFilterText]InitFilterText[/subsection] [code=cpp]bool InitFilterText();[/code] Initializes text filtering, loading dictionaries for the language the game is running in. Users can customize the text filter behavior in their [url=https://store.steampowered.com/account/preferences#CommunityContentPreferences]Steam Account preferences[/url] [b]Returns:[/b] bool [b]true[/b] if initialization succeeds, [b]false[/b] if filtering is unavailable for the game's language, in which case [api]ISteamUtils::FilterText[/api]() will act as a passthrough. …

ISteamUser Interface

ref=8625-wrah-9030]Steam Guard Mobile Authenticator[/url] page on the customer facing Steam Support site for more information. [b]Returns:[/b] bool [b]true[/b] if the current user has phone verification enabled; otherwise, [b]false[/b]. …

ref=8625-wrah-9030]Steam Guard Mobile Authenticator[/url] page on the customer facing Steam Support site for more information. [b]Returns:[/b] bool [b]true[/b] if the current user has two factor authentication enabled; otherwise, [b]false[/b]. …

Steamworks API Overview

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. See [url=https://developer.apple.com/documentation/xcode/customizing-the-build-phases-of-a-target#Copy-files-to-the-finished-product]Xcode documentation[/url] for additional details. [*] [b]Linux[/b] [code-inline]libsteam_api.so[/code-inline] You must both link to and ship this along side your executable. …

Step by Step: Achievements

It is always shown first, unless it is empty--in which case it won't be displayed (but will still count against the limit). [subsection]Custom Sets[/subsection] You can create additional sets to organize your achievements. Each set has a name, which is shown to players, and an optional restriction: [table] [tr] [th]Restriction[/th] [th]Who can earn achievements in the set[/th] [/tr] [tr] [td][b]All players of the game[/b][/td] [td]Anyone who can play the game.…

ISteamInventory Interface

One of the primary scenarios for this call is to grant an item to users who also own a specific other game. This can be useful if your game has custom UI for showing a specific promo item to the user otherwise if you want to grant multiple promotional items then use [api]ISteamInventory::AddPromoItems[/api] or [api]ISteamInventory::GrantPromoItems[/api]. …

[/td][/tr] [/table] Trigger an item drop if the user has played a long enough period of time. This period can be customized in two places: [list] [*] At the application level within Inventory Service: Playtime Item Grants. This will automatically apply to all "playtimegenerator" items that do not specify any overrides. [*] In an individual "playtimegenerator" item definition. …

ISteamMatchmaking Interface

If you're sending binary data, you should prefix a header to the message so that you know to treat it as your custom data rather than a plain old text message. For communication that needs to be arbitrated (for example having a user pick from a set of characters, and making sure only one user has picked a character), you can use the lobby owner as the decision maker. …

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