[subsection]Additional Requirements[/subsection] Curated sale pages have additional asset requirements, and take extra time to set up due to localization requirements. If you're seeking curated placement, be sure to reach out at least three months in advance to allow enough time to complete all tasks. [/list] [section]Sale Page Visibility On Steam[/section] Steam will also promote your Developer / Publisher / Franchise Sale in a few places across the Store. …
Let's bring it down to earth: what's the difference between a Dpad and four face buttons laid out in a diamond pattern? [docimg=input_dpad.png]input_dpad.png[/docimg][docimg=input_bpad.png]input_bpad.png[/docimg] They both have four digital "buttons", but most Dpads are physically engineered in such a way that it's impossible to press Up+Down or Left+Right at the same time, whereas each face button can be pressed independently. …
[/td][/tr] [tr][td][b]handlesOut[/b][/td][td][apitype]ISteamInput::InputActionSetHandle_t[/apitype]*[/td][td]This must point to a [apitype]ISteamInput::STEAM_INPUT_MAX_ACTIVE_LAYERS[/apitype] sized array of InputActionSetHandle_t.…
[b]Returns:[/b] int The number of origins supplied in [code-inline]originsOut[/code-inline]. [b]Example:[/b] [code=cpp]EInputActionOrigin *origins = new EInputActionOrigin[ STEAM_INPUT_MAX_ORIGINS ]; SteamInput()->GetAnalogActionOrigins( controller1Handle, walkingSetHandle, moveHandle, origins );[/code] [subsection=GetConnectedControllers]GetConnectedControllers[/subsection] [code=cpp]int GetConnectedControllers( InputHandle_t *handlesOut );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]handlesOut[/b][/td][td][apitype]ISteamInput::InputHandle_t[/apitype] *[/td][td]This must point to a [apitype]ISteamInput::STEAM_INPUT_MAX_COUNT[/apitype] sized array of InputHandle_t.…
This process may take 2-7 business days, and you may be asked to provide additional documentation. Please keep an eye out for emails requesting additional documents. You cannot make changes to your tax information until this process has been completed. [*][h4]Q. …
[/td][/tr] [/table] Creates a new file output stream allowing you to stream out data to the Steam Cloud file in chunks. If the target file already exists, it is not overwritten until [api]ISteamRemoteStorage::FileWriteStreamClose[/api] has been called. To write data out to this stream you can use [api]ISteamRemoteStorage::FileWriteStreamWriteChunk[/api], and then to close or cancel you use [api]ISteamRemoteStorage::FileWriteStreamClose[/api] and [api]ISteamRemoteStorage::FileWriteStreamCancel[/api] respectively. …
[/url][/h4] Sticker sets have been designed and animated in the past by the following animators (feel free to reach out to them for their availability and interest!): [list][*]Julia Simas / juliassimas@gmail.com / [url]http://juliasimas.com[/url] [*]Andre Dias / andrefld2@gmail.com / [url]www.instagram.com/andrefld2[/url] [*]Rodrigo Estravini / rodrigo.estravini@gmail.com / [url]https://www.instagram.com/rodrigoestravini[/url] [*]Marina Nakagawa / marina.nakagawa620@gmail.com / [url]marinanakagawa.com[/url] [*]Deanna Reilly / reilly@deanna.ie / [url]https://deanna.ie/work[/url] [*]Renan Kogut / renan.kogut@gmail.com / [url]www.renankogut.com[/url] [*]Mike Mirandi / michaelmirandi@gmail.com / [url]https://mikemirandi.com/[/url] [*]Junaid Chundrigar / Jun@imajunation.com / [url]imajunation.com[/url] [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/chickenGIF.gif[/img] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/stickers_showcase.gif[/img] [section=gameprofile][b]Game Profiles[/b][/section] [h4]A Game Profile is a bundle of profile items that are themed together. …
For information and definitions of the various types of Workshop integration you can utilize and how to make the best out of the tools provided by Steam please see the [doclink=features/workshop]Steam Workshop Overview[/doclink] before getting started integrating the steam workshop with your game. …
[subsection]Steam Workshop Types, Monetization, & Best Practices[/subsection] For more information and definitions of the various types of Workshop integration you can utilize and how to make the best out of the tools provided by Steam, please see the [doclink=features/workshop][/doclink] documentation. [subsection=WorkshopVisibility]Managing Steam Workshop Visibility[/subsection] The Steam Workshop is the website hosted through Steam that enumerates shared content and allows users to vote and comment on the content visible through the community. …
Subsequent calls will not ask the user to opt in if the user has decided to opt out. [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! …
If [code-inline]m_eResult[/code-inline] has a result of [apitype]steam_api::k_EResultInvalidParam[/apitype], then one or more stats uploaded has been rejected, either because they broke constraints or were out of date. In this case the server sends back updated values and the stats should be updated locally to keep in sync. [subsection=UpdateUserAvgRateStat]UpdateUserAvgRateStat[/subsection] [code=cpp]bool UpdateUserAvgRateStat( CSteamID steamIDUser, const char *pchName, float flCountThisSession, double dSessionLength );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDUser[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user to update the AVGRATE stat for.…
However, if you would like to allocate precisely the right amount of space for a buffer before each call you may use [api]ISteamUser::GetAvailableVoice[/api] to find out how much data is available to be read. [b]NOTE:[/b] "Uncompressed" audio is a deprecated feature and should not be used by most applications. …
\n" ); break; } }[/code] [subsection=RequestStoreAuthURL]RequestStoreAuthURL[/subsection] [code=cpp]SteamAPICall_t RequestStoreAuthURL( const char *pchRedirectURL );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchRedirectURL[/b][/td][td]const char *[/td][td][/td][/tr] [/table] Requests a URL which authenticates an in-game browser for store check-out, and then redirects to the specified URL. As long as the in-game browser accepts and handles session cookies, Steam microtransaction checkout pages will automatically recognize the user instead of presenting a login page. …
The SDR socket will be bound to INADDR_ANY, but this information is needed to fill out the server's [apitype]steamnetworkingtypes::SteamDatagramHostedAddress[/apitype]. Note in particular that this will usually need to be set in dev environments, where your server is behind a corporate firewall. …
It's by no means critical to understand exactly how the Steamworks API works but it's fairly simple and can be useful in planning out how to code your game with Steam integration in mind. When you link to [code-inline]steam_api[64][.dll/.so/dylib][/code-inline] it provides access to a [doclink=api/steam_api]small number of C functions[/doclink] which are prefixed with the [code-inline]S_API[/code-inline] macro, these functions are all exposed in [code-inline]steam_api.h[/code-inline] and [code-inline]steam_gameserver.h[/code-inline]. …
[/td][/tr] [tr=k_EHTMLMouseCursor_MiddlePan][td][b]k_EHTMLMouseCursor_MiddlePan[/b][/td][td]22[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_NorthPan][td][b]k_EHTMLMouseCursor_NorthPan[/b][/td][td]23[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_NorthEastPan][td][b]k_EHTMLMouseCursor_NorthEastPan[/b][/td][td]24[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_EastPan][td][b]k_EHTMLMouseCursor_EastPan[/b][/td][td]25[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SouthEastPan][td][b]k_EHTMLMouseCursor_SouthEastPan[/b][/td][td]26[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SouthPan][td][b]k_EHTMLMouseCursor_SouthPan[/b][/td][td]27[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SouthWestPan][td][b]k_EHTMLMouseCursor_SouthWestPan[/b][/td][td]28[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_WestPan][td][b]k_EHTMLMouseCursor_WestPan[/b][/td][td]29[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_NorthWestPan][td][b]k_EHTMLMouseCursor_NorthWestPan[/b][/td][td]30[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Alias][td][b]k_EHTMLMouseCursor_Alias[/b][/td][td]31[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Cell][td][b]k_EHTMLMouseCursor_Cell[/b][/td][td]32[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_ColResize][td][b]k_EHTMLMouseCursor_ColResize[/b][/td][td]33[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_CopyCur][td][b]k_EHTMLMouseCursor_CopyCur[/b][/td][td]34[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_VerticalText][td][b]k_EHTMLMouseCursor_VerticalText[/b][/td][td]35[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_RowResize][td][b]k_EHTMLMouseCursor_RowResize[/b][/td][td]36[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_ZoomIn][td][b]k_EHTMLMouseCursor_ZoomIn[/b][/td][td]37[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_ZoomOut][td][b]k_EHTMLMouseCursor_ZoomOut[/b][/td][td]38[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Help][td][b]k_EHTMLMouseCursor_Help[/b][/td][td]39[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_Custom][td][b]k_EHTMLMouseCursor_Custom[/b][/td][td]40[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeNWSE][td][b]k_EHTMLMouseCursor_SizeNWSE[/b][/td][td]41[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_SizeNESW][td][b]k_EHTMLMouseCursor_SizeNESW[/b][/td][td]42[/td][td][/td][/tr] [tr=k_EHTMLMouseCursor_last][td][b]k_EHTMLMouseCursor_last[/b][/td][td]43[/td][td]Only used to iterate over all cursors. …
[/td][/tr] [tr][td][b]pOutSteamIDMembers[/b][/td][td][apitype]steam_api::CSteamID[/apitype] *[/td][td]Returns the Steam IDs of the friends by setting them in this array.[/td][/tr] [tr][td][b]nMembersCount[/b][/td][td]int[/td][td]This should match the number of elements allocated [code-inline]pOutSteamIDMembers[/code-inline] and the value returned by [api]ISteamFriends::GetFriendsGroupMembersCount[/api].[/td][/tr] [/table] Gets the number of friends in the given friends group. …
Exchanges are flexible - using a key to open a crate, building a fancy item out of component parts, item recycling, and item upgrades can all be achieved with these formulas. [h4]Exchange Format[/h4] [code] <exchange>: <recipe> { ";" <recipe> } <recipe>: <material> { "," <material> } <material>: <item_def_descriptor> / <item_tag_descriptor> <item_def_descriptor>: <itemdefid> [ "x" <quantity> ] <item_tag_descriptor>: <tag_name> ":" <tag_value> [ "*" <quantity> ] [/code] If not explicitly given, required quantity is 1. …
Additionally, the server must not set the "nofriendshare" tag and the game must not be opted out of saving/showing coplay data. [/list] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_szKey[/b][/td][td]char[256][/td][td]Filter operation code.…
[/td][/tr] [/table] Sorts the results closest to the specified value. Near filters don't actually filter out values, they just influence how the results are sorted. You can specify multiple near filters, with the first near filter influencing the most, and the last near filter influencing the least. …