Then, in step 3, paste all the file IDs for your configurations into the box, separated by the comma character (,) characters. The first one on the list will be considered the highest priority, and will be picked by default for new players. …
[docimg=steamworks_steam_input_optin_settings.png]steamworks_steam_input_optin_settings.png[/docimg] Checking these boxes will cause those controller types to make use of Steam Input rather than their standard gamepad input protocols. [subsection]Updating your official configurations[/subsection] There are two ways to update your configuration. …
Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place on the screen. …
For a rectangular mouse region, it should map 1:1 with the screen's boundaries. For a circular region at this size, it will extend the circle far enough past in both directions to contain the entire size of the screen, with clamping applied at the edges. …
[/td][/tr] [tr][td][b]punBytesDownloaded[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the current bytes downloaded.[/td][/tr] [tr][td][b]punBytesTotal[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the total bytes. This is only valid after the download has started.…
[/td][/tr] [tr][td][b]punBytesProcessed[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the current number of bytes uploaded.[/td][/tr] [tr][td][b]punBytesTotal[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the total number of bytes that will be uploaded.[/td][/tr] [/table] Gets the progress of an item update. …
[subsection=global_stats]Global Stats[/subsection] Stats can be marked as aggregated on the admin page to tell Steam to keep a global total of all users' values for the stat. This can be used to get data on total money in the economy, total kills, favorite weapons, favorite maps, and which team tends to do better. …
When a new value is uploaded, the global value will change no more than the max change value. This limits how quickly a cheater can influence the global totals. To access the global totals, call [api]ISteamUserStats::RequestGlobalStats[/api] and then [api]ISteamUserStats::GetGlobalStat[/api] for each global stat. …
" Our remote // will identify us by the network address we use. void SetLocalHost(); // Set to localhost. (We always use IPv6 ::1 for this, not 127.0.0.1) bool IsLocalHost() const; // Return true if this identity is localhost. bool SetGenericString( const char *pszString ); // Returns false if invalid length const char *GetGenericString() const; // Returns nullptr if not generic string type bool SetGenericBytes( const void *data, size_t cbLen ); // Returns false if invalid size. …
void SetIPv6LocalHost( uint16 nPort = 0); // Set to the IPv6 localhost address ::1, and the specified port. bool IsLocalHost() const; // Return true if this identity is localhost. (Either IPv6 ::1, or IPv4 127.0.0.1) // Max length of the buffer needed to hold IP formatted using ToString, including '\0' // ([0123:4567:89ab:cdef:0123:4567:89ab:cdef]:12345) enum { k_cchMaxString = 48 }; /// Print to a string, with or without the port. …
[b]Design:[/b] For best results, please use the key art and logo that is being used for any retail boxes or marketing. The art used for them should immediately tell the customer something important about the game. It should be graphically-centric and give the user some sense of the game-play. …
For best results, please use the same artwork that you use for any retail box or marketing and make sure the logo is clearly legible. [b]Size:[/b] 707px x 232px …
[/list] Games that do not have these profile customization options do not count towards Game Collector or Achievement Collector totals. Steam automatically enables profile customization features as games reach certain player and sales metrics that give confidence that a reasonable number of customers that are engaged with your game. …
[/b] Our confidence metric is based on sales and player engagement figures. We do not include data from user reviews, wishlists, total playtime, or any other judgment of the "quality" of the game. We're simply looking for a broad player base. [h4]Q. Does this affect my game's visibility on Steam?…
Example:[code] POST https://api.steampowered.com//ICloudService/CompleteAppUploadBatch/v1/ HTTP/1.1 Host: api.steampowered.com Content-Type: application/x-www-form-urlencoded Content-Length: <body length> access_token=<token>&input_json={ "appid": "1234", "batch_id": "434565457423", "batch_eresult": "1" } [/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]access_token[/b][/td][td]string[/td][td]✔[/td][td]OAuth access token for the user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Your App ID[/td][/tr] [tr][td][b]batch_id[/b][/td][td]uint64[/td][td]✔[/td][td]The ID number of this batch[/td][/tr] [tr][td][b]batch_eresult[/b][/td][td]uint32[/td][td]✔[/td][td]Result of the batch (see remarks)[/td][/tr] [/table] The [code-inline]batch_eresult[/code-inline] parameter should be either 1 (success) or 2 (failure). …
This request may look like: [code] PUT https://steamcloud-us-west1.storage.googleapis.com/00/00/00/00/1234/012_3_4A77D494_9D267_1464.dat?GoogleAccessId=numbersandletters@developer.gserviceaccount.com&Expires=1595961837&Signature=morestuffhere HTTP/1.1 Host: steamcloud-us-west1.storage.googleapis.com Content-Type: application/octet-stream Content-Length: <body length> Header-from-Steam1: value1 Header-from-Steam2: value2 <file data> [/code] When that completes (whether a success or a failure), call: [subsection]CommitHTTPUpload[/subsection] Example: [code] POST https://api.steampowered.com/ICloudService/CommitHTTPUpload/v1/ HTTP/1.1 Host: api.steampowered.com Content-Type: application/x-www-form-urlencoded Content-Length: <body length> access_token=<token>&input_json={ "appid": "1234", "transfer_succeeded": "1", "filename": "%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave.sav", "file_sha": "FDFE308499263F9361B472648E9F49DC0B8799C8" } [/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]access_token[/b][/td][td]string[/td][td]✔[/td][td]OAuth access token for the user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Your App ID[/td][/tr] [tr][td][b]transfer_succeeded[/b][/td][td]bool[/td][td]✔[/td][td]true if the PUT request succeeded[/td][/tr] [tr][td][b]filename[/b][/td][td]string[/td][td]✔[/td][td]the file name[/td][/tr] [tr][td][b]file_sha[/b][/td][td]string[/td][td]✔[/td][td]Hex string (40 digits) representing the SHA1 digest of the file.…
Activators let you define simple macros like, "If I hold DOWN for 1 second, repeat DOWN every 0.1 seconds thereafter until release." Ta-da! Now you can scroll through that list in a jiffy just by holding down the button, even though the developers never implemented it! …
[/td][/tr] [tr][td]Toggle[/td][td]On, Off[/td][td]Toggle will make this activator continue to be active after releasing it until it is pressed again.[/td][/tr] [tr][td]Fire Start Delay[/td][td]0.0-1.0[/td][td]The activator will wait for this period of time after the button has been pressed before activating. This delay will offset the entire period the button is held, so if no end delay is set, the total period of time the button is held will be the same, just delayed.…
" option, so make sure you've plugged in your device: [docimg=desktop_game_select_context_1.png]desktop_game_select_context_1.png[/docimg] With your device plugged in and the correct menu showing, select "Edit Steam Controller Configuration...…
[docimg=config_csh.png]config_csh.png[/docimg] We're greeted by a default legacy configuration, selected from one of several templates: [docimg=gamepad_w_camera_1.png]gamepad_w_camera_1.png[/docimg] Here, instead of binding physical inputs to native in-game actions, physical inputs are simply bound to other physical inputs. …
. [*] Then go to the 'Edit Store' section for your app and find the Item Store tab. [*] Check the box to enable your Item Store. There are a few ways you can customize your store (see below for details), but they are all optional. [/list] Once enabled for your own game, you can easily open your Item Store page from within your game by launching the Steam Overlay and passing it this page’s URL. …
As well, any purchases you make will go through the microtransaction "sandbox," which will not deduct any funds from the user's Steam Wallet. Previous to release, you will need to use the beta=1 parameter in any urls for the item store (e.g. https://store.steampowered.com/itemstore/<appid>/?beta=1 ). Some common issues developers run into: [list] [*] [b]No items show up[/b] - This can happen if no prices have been set for your item definitions. [*] [b]Item Store is not visible[/b] - Your Item Store will only be visible to everyone if your app has been released and you've manually set the Item Store live, which you can do from the store page settings for your app. …
[docimg=ArtworkOverride_Config.jpg]ArtworkOverride_Config.jpg[/docimg] [*]With your new temporary artwork override selected from the drop-down, you can drag and drop your images into the blue upload box and click Upload. You’ll see your new custom images in the page below. Then, publish your changes and your capsule art will automatically override during your selected timespan. …
You can see there is a wide variety in presentations and styles for these updates, expansions, DLC or other news, but they are all fairly concise. [table] [tr] [td][docimg=override_example_1.jpg]override_example_1.jpg[/docimg][/td] [td][docimg=override_example_2.jpg]override_example_2.jpg[/docimg][/td] [td][docimg=override_example_3.jpg]override_example_3.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_4.jpg]override_example_4.jpg[/docimg][/td] [td][docimg=override_example_5.jpg]override_example_5.jpg[/docimg][/td] [td][docimg=override_example_6.jpg]override_example_6.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_7.jpg]override_example_7.jpg[/docimg][/td] [td][docimg=override_example_8.jpg]override_example_8.jpg[/docimg][/td] [td][docimg=override_example_9.jpg]override_example_9.jpg[/docimg][/td] [/tr] [/table] …
Steam will capture and present to you the maximum concurrent viewers, your total viewers, average watch time, and total watch time by all viewers. [subsection]Concepts[/subsection] On the broadcast history page, you will see a table with two type of rows: Broadcast Sessions and Upload Sessions. …
[subsection=GetQuota]GetQuota[/subsection] [code=cpp]bool GetQuota( uint64 *pnTotalBytes, uint64 *puAvailableBytes );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pnTotalBytes[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the total amount of bytes the user has access to.…
[/td][/tr] [tr=k_ERemoteStoragePlatformWindows][td][b]k_ERemoteStoragePlatformWindows[/b][/td][td](1 << 0)[/td][td]This file will download on Windows.[/td][/tr] [tr=k_ERemoteStoragePlatformOSX][td][b]k_ERemoteStoragePlatformOSX[/b][/td][td](1 << 1)[/td][td]This file will download on macOS.…
No configuration work is required for users to access all game functionality.[/td] [/tr] [tr] [td][docimg=playable_50_1.png]Playable badge[/docimg][/td] [td][b]Playable[/b][/td] [td]Your game functions on Frame, but may require manual work from the user. …
([i]Recommendations: We recommend using OpenXR's [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_render_model]XR_EXT_render_model[/url] or [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_interaction_render_model]XR_EXT_interaction_render_model[/url], or OpenVR's [url=https://github.com/ValveSoftware/openvr/blob/0924064316de3effbcd1acf1e309182a2deb1c05/headers/openvr.h#L4782]IVRRenderModel[/url] interface, for obtaining the controller model mesh at runtime in order to automatically support current and future devices.…
[/td][/tr] [tr][td][b]unWide[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total width of the pBGRA texture.[/td][/tr] [tr][td][b]unTall[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total height of the pBGRA texture.…
[/td][/tr] [tr=k_eHTMLKeyModifier_AltDown][td][b]k_eHTMLKeyModifier_AltDown[/b][/td][td]1 << 0[/td][td]One of the alt keys are pressed.[/td][/tr] [tr=k_eHTMLKeyModifier_CtrlDown][td][b]k_eHTMLKeyModifier_CtrlDown[/b][/td][td]1 << 1[/td][td]One of the ctrl keys are pressed.…
[docimg=ReleaseExampleDocs.jpg]ReleaseExampleDocs.jpg[/docimg] [callout]NOTE: Publishing a coming soon page or releasing a game requires two specific Steamworks permissions: 1. Publish app changes to Steam 2. Manage pricing and discounts Users who do not have those permissions on the appID being released will see an error message and not be able to complete the release. …
You'll then click "Publish Now" and will be prompted with a confirmation dialog box. Once complete click "Release Now" and the release process will begin. …
SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. …
Example [b]vrpreferences.json[/b]: [code=json] { "steam_frame": { "preferResolution": 2160, "preferMinRefreshRate": 90, "preferHalfFramerate": true, "preferMotionSmoothingMode": "off" } } [/code] This example file suggests: [list] [*]A default resolution of 2160x2160 [*]A default display refresh rate of 90 Hz [*]A default frame throttling to 1/2 (Frame Limit to 45 FPS) [*]A default override to disable Motion Smoothing [/list] To validate that the [b]vrpreferences.json[/b] is picked up by SteamVR, the [b]vrserver.txt[/b] log file can be searched: [code=plain] [Info] - [Settings] Loading app-provided preferences from '/home/steamos/.local/share/Steam/steamapps/common/<game folder>/vrpreferences.json' [/code] Parsing errors will be reported in this log, for example: [code=plain] [Info] - Parsing of JSON file "/home/steamos/.local/share/Steam/steamapps/common/[...]…
In your Steamworks SDK there is a directory called '/tools/ContentServer/'. This directory contains a prebuilt version of mongoose-3.1.exe. Run this application from the ContentServer directory. Create a new app_build vdf script. The format we typically follow is [code-inline]app_build_[AppID]_Local.vdf[/code-inline]. …
[list] [*] right-clicking the game in the Steam Library [*] choosing "Properties" [*] selecting "Game Versions & Betas" [*] entering the password in the "Private Versions" text box and hitting "Check Code" [*] selecting the newly-appearing "local" entry under "Selected Game Version" above [/list] …
For example, if your game is about managing a flower shop, the headline 'Build Beautiful Bouquets' could be positioned next to a screenshot of all the ornate flower arrangements players can make in the game. [/list] [callout=red][b]Stay Under 15MB Total File Size[/b]: To ensure your store page loads quickly, please keep the total file size of all your screenshots and GIFs below 15MB.…