Steamworks Documentation
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Steam Input Gamepad Emulation - Best Practices

int nXinputSlot = 0; // Replace with the button you are querying for EXboxOrigin eXboxButtonToGetGlyphFor = k_EXboxOrigin_A; EInputActionOrigin buttonOrigin = k_EInputActionOrigin_XBoxOne_A; // If the controller is configured through Steam Input - translate the button InputHandle_t controller1Handle = SteamInput()->GetControllerForGamepadIndex( nXinputSlot ); if ( controller1Handle > 0 ) { // Valid handles are non-zero, this is a controller configured through Steam Input // Note: controllers that are using Steam Input API will not return a handle through GetControllerForGamepadIndex() buttonOrigin = SteamInput()->GetActionOriginFromXboxOrigin( controller1Handle, k_EXboxOrigin_A ); //i.e, k_EInputActionOrigin_PS4_X } else { // Valid handles are non-zero, this is a normal Xbox controller // Continue using the original button } // Steam will continue to add action origins and future controllers will exceed the current range // If you want to test you could fake that Switch/PS5 controllers don't exist and change this to: // if ( buttonOrigin >= k_EInputActionOrigin_XBox360_Reserved10 ) if ( buttonOrigin >= k_EInputActionOrigin_Count ) { // We didn't ship any art in our game for this origin! …

The button diamond binding also have localized names." "abutton" "Your name here 1" "bbutton" "Your name here 2" "xbutton" "Your name here 3" "ybutton" "Your name here 4" } ... …

Unreal Engine

The minimum active level, 0, represents the lowest overall image quality, but the maximum performance. -1 (default) disables foveation. [*][b]xr.VRS.SteamFrame.DynamicFoveation[/b] - When set to 1, the foveation amount will change based on current measured GPU load to try and maintain the target framerate. …

This is a pixel divisor, so sampling will occur at 1.0 / Density. Because of this, note that the lower the value of the density, the bigger the effect on quality! [*][b]xr.VRS.SteamFrame.TestFoveation.FovealWidth[/b] - The size, in float percentage of the screen diagonal (0.0, 1.0], for the foveal region of the screen where FovealDensity is applied. [*][b]xr.VRS.SteamFrame.TestFoveation.MidBandDensity[/b] - The same as FovealDensity, but for the mid-quality band immediately outside the foveal region. [*][b]xr.VRS.SteamFrame.TestFoveation.MidBandWidth[/b] - The size, in float percentage of the screen diagonal (0.0, 1.0], for the mid-quality band immediately outside of the foveal region. …

Store Widget

. [*]If you have more than one purchase option, you will be prompted to pick which of your purchase options (and price) you wish your widget to display. [*]You will also see a box that is pre-populated with the first part of your product description. You can edit this to say whatever you want about your product. [*]Hit "Create Widget". [*]You will now see a preview of your widget along with the HTML, which you will need to copy and paste into your website or blog where you wish to display it. …

Step by Step: Achievements

[introblock=Achievements_1.gif] [h5]In Brief[/h5]Use achievements to reward players for hitting certain milestones or for interacting with your game in particular ways. …

[/olist] For example, you can turn on the Bulk Move mode, use the search box to filter achievements by api name, then click the checkbox in the column headers to select all visible achievements in a group to move. …

Franchise Pages

[/subsection] A franchise is defined as a set of two or more games that are built in the same fictional universe, gameplay style, or intellectual property. For example, "Total War" is a franchise made up of a dozen or so individual games that share a common gameplay style. "Assassin's Creed" is also a franchise made up of a number of games that share gameplay style and also share a narrative story line that runs across all the titles. …

Discounting

Its v1.0 release date (aka Early Access Graduation) is approaching on October 15, but it also wants to run one last custom discount during the early access window, [i]and[/i] it also wants to run another launch discount for the v1.0 Release. How can it manage a price increase, a custom discount, a v1.0 release and a launch discount given the cooldown timers? One potential solution would be the following: [list] [*] On September 1st, Bass Ain't Bitin' 2 sets up a 14-day discount on its current Early Access prices. …

IInventoryService Interface

[/list] [/list] [b]Example Response:[/b] [code=xml] { "response": { "item_json": "[{ \"accountid\":\"292733980074050545\",\"itemid\":\"1503713096879725\",\"itemdefid\":\"4111\",\"state\":\"removed\" ... } } [/code] [b]Calling Example:[/b] [code] curl --request POST \ --header 'content-type: multipart/form-data' \ --form appid=30400 \ --form 'materialsitemid[0]=1510699974025744' \ --form 'materialsitemid[1]=1510699974025745' \ --form 'materialsitemid[2]=1510699974025746' \ --form 'materialsquantity[0]=1' \ --form 'materialsquantity[1]=1' \ --form 'materialsquantity[2]=5' \ --form steamid=292733980074050545 \ --form outputitemdefid=4111 \ https://api.steampowered.com/IInventoryService/ExchangeItem/v1?…

This should be specified as a series of parameters named 'itemdefid[0]', 'itemdefid[1]', etc.[/td][/tr] [tr][td][b]force[/b][/td][td]bool[/td][td][/td][td][/td][/tr] [/table] Get the total number of available items of the given type [b]NOTE:[/b] This call requires a publisher API key to use this method. …

ISteamTimeline

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_ETimelineGameMode_Playing ][td][b]k_ETimelineGameMode_Playing[/b][/td][td]1[/td][td]The player is fully loaded into the game and playing.[/td][/tr] [tr=k_ETimelineGameMode_Staging ][td][b]k_ETimelineGameMode_Staging[/b][/td][td]2[/td][td]The player is in a multiplayer lobby.…

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_ETimelineEventClipPriority_None][td][b]k_ETimelineEventClipPriority_None[/b][/td][td]1[/td][td]This event is not appropriate as a clip.[/td][/tr] [tr=k_ETimelineEventClipPriority_Standard][td][b]k_ETimelineEventClipPriority_Standard[/b][/td][td]2[/td][td]The user may want to make a clip around this event.…

ISteamUser Interface

[/td][/tr] [tr][td][b]unIPServer[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of the game server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPortServer[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The connection port of the game server, in host order.…

[/td][/tr] [tr][td][b]cbDataToInclude[/b][/td][td]int[/td][td]The total size in bytes of [code-inline]pDataToInclude[/code-inline].[/td][/tr] [/table] Requests an application ticket encrypted with the secret "encrypted app ticket key". …

Steam Playtest

[docimg=friendinvite3.png]friendinvite3.png[/docimg] [docimg=friendinvite2.JPG]friendinvite2.JPG[/docimg] Like other Steam playtest options, everything can be configured in the dashboard. [docimg=invitefriends1.png]invitefriends1.png[/docimg] Using the dashboard, you can specify the number of invites each player gets: 1, 2, or 3 You can also enable friend invites or pause new friend invites anytime with a few clicks. …

You configure your Friend Invites to only apply to users who have access as of today. That would limit potential invites to 15,000 total, as only users who had access as of today can send new invites. [subsection]Important notes about Friend Invites[/subsection] [callout][b]Prerequisite: [/b]Users can only invite friends they have been friends with for at least 30 days.…

ISteamParties Interface

[b]unIndex[/b] is a zero-based index, so iterate over the range [0, GetNumActiveBeacons() - 1]. The return is a [b]PartyBeaconID_t[/b] that can be used with [api]ISteamParties::GetBeaconDetails[/api] to get information about the beacons suitable for display to the user. …

[/td][/tr] [tr=k_ESteamPartyBeaconLocationType_ChatGroup][td][b]k_ESteamPartyBeaconLocationType_ChatGroup[/b][/td][td]1[/td][td]A Steam Chat Room Group.[/td][/tr] [tr=k_ESteamPartyBeaconLocationType_Max][td][b]k_ESteamPartyBeaconLocationType_Max[/b][/td][td][/td][td]Value is always one greater than the largest valid location type value.…

steam_api.h

[/td][/tr] [tr=k_EChatInstanceFlagClan][td][b]k_EChatInstanceFlagClan[/b][/td][td]( k_unSteamAccountInstanceMask + 1 ) >> 1[/td][td]The Steam ID is for a Steam group.[/td][/tr] [tr=k_EChatInstanceFlagLobby][td][b]k_EChatInstanceFlagLobby[/b][/td][td]( k_unSteamAccountInstanceMask + 1 ) >> 2[/td][td]The Steam ID is for a Lobby.…

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EMarketingMessageFlagsNone][td][b]k_EMarketingMessageFlagsNone[/b][/td][td]0[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsHighPriority][td][b]k_EMarketingMessageFlagsHighPriority[/b][/td][td]1 << 0[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformWindows][td][b]k_EMarketingMessageFlagsPlatformWindows[/b][/td][td]1 << 1[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformMac][td][b]k_EMarketingMessageFlagsPlatformMac[/b][/td][td]1 << 2[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformLinux][td][b]k_EMarketingMessageFlagsPlatformLinux[/b][/td][td]1 << 3[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformRestrictions][td][b]k_EMarketingMessageFlagsPlatformRestrictions[/b][/td][td]=[/td][td]aggregate flags[/td][/tr] [/table] [subsection=ENotificationPosition]ENotificationPosition[/subsection] Possible positions to have the overlay show notifications in. …

Steam Next Fest - Tips

You do this under the "Edit Store Page > Special Settings". Once you've added your demo there, make sure the box is checked that says "display above purchase options" to make it show up prominently on your store page. [*] [b]Plan ahead for Build Review[/b] - Build review takes time, so make sure you set aside enough time for Steam to review your build and for you to address any feedback provided by review. …

Distributing Source Engine Games / Mods

If your mod is essentially an improvement or extension of the underlying game, then we will require the ownership of this base game. However, if you are distributing a total conversion mod that does not use our games' assets or your mod is otherwise a completely separate experience from the base game, then we may let it ship on Steam without additional formal dependencies. [*] [h4]Q: Why are there mods on Steam that do not follow these rules? …

ISteamUtils Interface

pCallback.m_bSubmitted ) return; // Use some max input length that we passed into ShowGamepadTextInput, +1 for the null terminator. const uint32 MAX_INPUT_LENGTH = 64 + 1; uint32 length = SteamUtils()->GetEnteredGamepadTextLength(); char* szTextInput[MAX_INPUT_LENGTH]; bool success = SteamUtils()->GetEnteredGamepadTextInput( szTextInput, length ); if ( !…

pCallback.m_bSubmitted ) return; // Use some max input length that we passed into ShowGamepadTextInput, +1 for the null terminator. const uint32 MAX_INPUT_LENGTH = 64 + 1; uint32 length = SteamUtils()->GetEnteredGamepadTextLength(); const char* szTextInput[MAX_INPUT_LENGTH]; bool success = SteamUtils()->GetEnteredGamepadTextInput( szTextInput, length ); if ( !…

Steam Overlay

If you need the overlay enabled, you can do so by: [list] [*]Making sure your Steam account has the Edit App Metadata permission [*]Navigate from the App's landing page to > Edit Steamworks Settings > Installation tab > General Installation [*]Check box for Enable Steam Overlay for Application [*]Publish [/list] [/callout] [section=activating]Activating the overlay from your app[/section] There are a set of functions in the Steamworks API that give you direct access to triggering the game overlay. …

ISteamInventory Interface

Currently can only be 1 item and it must be set to [b]1[/b]![/td][/tr] [tr][td][b]unArrayGenerateLength[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The number of items in [code-inline]pArrayGenerate[/code-inline] and [code-inline]punArrayGenerateQuantity[/code-inline]. …

The API currently takes an array of items to generate but at this time the size of that array must be 1 and the quantity of the new item must be 1. Any items that can be granted MUST have an exchange attribute in their itemdef. The exchange attribute specifies a set of recipes that are valid exchanges for this item. …

ISteamHTTP Interface

[/td][/tr] [/table] Set an absolute timeout in milliseconds for the HTTP request. This is the total time timeout which is different than the network activity timeout which is set with [api]ISteamHTTP::SetHTTPRequestNetworkActivityTimeout[/api] which can bump everytime we get more data. …

[/td][/tr] [tr=k_EHTTPMethodGET][td][b]k_EHTTPMethodGET[/b][/td][td]1[/td][td]The HTTP Method is set to GET.[/td][/tr] [tr=k_EHTTPMethodHEAD][td][b]k_EHTTPMethodHEAD[/b][/td][td]2[/td][td]The HTTP Method is set to HEAD.…

ISteamNetworkingSockets Interface

[subsection=CreateSocketPair]CreateSocketPair[/subsection] [code=cpp]bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 );[/code] Create a pair of connections that are talking to each other, e.g. a loopback connection. …

The other two lanes will share bandwidth, with the second and third lanes sharing bandwidth using a ratio of approximately 4:1. (The weights { NA, 4, 1 } would be equivalent.) Notes: [list] [*] At the time of this writing, some code has performance cost that is linear in the number of lanes, so keep the number of lanes to an absolute minimum. 3 or so is fine; >8 is a lot. …

Custom Engines

[subsection]Foveated Rendering[/subsection] SteamVR supports the following recommended OpenXR extensions: [list] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation]XR_FB_foveation[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_configuration]XR_FB_foveation_configuration[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_vulkan]XR_FB_foveation_vulkan[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_swapchain_update_state]XR_FB_swapchain_update_state[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_foveation_eye_tracked]XR_META_foveation_eye_tracked[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_vulkan_swapchain_create_info]XR_META_vulkan_swapchain_create_info[/url] [/list] [subsection]Eye Tracking[/subsection] Our current support for eye tracking uses the [b]XR_EXT_eye_gaze_interaction [/b]OpenXR extension. You can find details about that on the [url=https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_eye_gaze_interaction]OpenXR spec site here[/url]. [section]Steamworks SDK[/section] Releases of the [doclink=sdk][/doclink] starting with version 1.63 have included libraries that will let it work on Android ARM64 and Linux ARM64. …

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