Steamworks Documentation
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In-Game Actions File

Your game will not be able to distinguish these mouse events from those generated by your operating system. You do this by adding the value [code-inline]"os_mouse"[/code-inline] and assign it a value of 1. Here's an example: [code] "StickPadGyro" { "Mouse" { "title" "#Action_Mouse" "input_mode" "absolute_mouse" "os_mouse" "1" } } [/code] [b]AnalogTrigger Actions[/b] AnalogTrigger actions are 1-D analog actions which can be bound on triggers. …

This is useful in some edge cases where your game relies on e.g. a finicky input stack seven layers deep that never [i]quite[/i] treats simulated mouse events from your application layer the same as those directly generated by the operating system. [code] "Button" { "simple_click" "#simple_click" "fancy_click" "#fancy_click, mouse_button LEFT" } [/code] This causes the game to emit a true, operating-system-level left mouse button event every time the "fancy_click" action is fired. …

Reporting and Payments FAQ

Where does the revenue from this package accrue?[/b] A. The Additional Revenue Share system will attribute revenue from this package to the parent app for the DLC, so long as the parent app is a Game or Application. [*] [b]Q. I created a package that has more than one Game or Application app in it, how does Steam decide which app accrues additional revenue share?[/b] A. The Additional Revenue Share system has no way of knowing which app is more important in this case. If your app has recorded significant revenue since October 1st, 2018 (>$1,000,000 USD) please reach out to the Steam Finance team and we will update the reporting relationship for this package manually. …

Homepage Example

[section]"Our Franchises" Section[/section] [docimg=our_franchises_01.jpg]our_franchises_01.jpg[/docimg] Franchises are an extension of the homepage system. See [doclink=store/franchise_pages]Franchise Pages documentation[/doclink] for more information on setting up a franchise homepage. …

Events and Announcements Visibility Stats Reporting

In other words, we do not count users multiple times if they revisit the page or view the same event from a different location. This system tracks unique logged-in users only. [section]Event Impression Locations[/section] Here is a quick run-down of what each location refers to: [list] [*][b]Library Home Page Impressions[/b] - This is when your event appears in the row of "What's New" section at the top of the Steam Library Home. …

Review Process

[/b] This means that your product must successfully launch in all supported operating systems listed on the store page. [*] [b]All supported features listed on the store page will need to be implemented in the current build.…

Steam Inventory Service

Check out this presentation from Steam Dev Days 2016 for an implementation overview, details on the specific problems that the Inventory Service solves for developers, and demonstration on how partners are already using the system to serve their customers. https://www.youtube.com/watch?v=jDfhPTSOLis [section=ImplementationOverview]Implementation Overview[/section] [olist] [*] [b]Create Item Definitions[/b] You'll need to start by creating and uploading some [doclink=features/inventory/schema]item definitions[/doclink] (ItemDefs). …

Franchise Pages

[docimg=FranchiseButtonExample.jpg]FranchiseButtonExample.jpg[/docimg] [subsection]In "More From Franchise" section[/subsection] Each game in the franchise will then have a new section below the system requirements that displays the other games in the franchise. Here is what it looks like on the Half-Life store page: [docimg=halflifefranchise.PNG]halflifefranchise.PNG[/docimg] Developers can control which developer, publisher, or franchise is highlighted below each game’s written description. …

ISteamUser Interface

This allows friends to be able to view the game info and join your game. When you are using Steam authentication system this call is never required, the auth system automatically sets the appropriate rich presence. [subsection=BeginAuthSession]BeginAuthSession[/subsection] [code=cpp]EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pAuthTicket[/b][/td][td]const void *[/td][td]The auth ticket to validate.…

This can be from [b]11025[/b] to [b]48000[/b], you should either use the rate that works best for your audio playback system, which likely takes the users audio hardware into account, or you can use [api]ISteamUser::GetVoiceOptimalSampleRate[/api] to get the native sample rate of the Steam voice decoder.…

Trailers

What do I do if my trailer appears to be stuck converting?[/h4] A. The trailer processing system works in a FIFO queue. If there is a long queue of trailers ahead of yours, then it may take a few hours to complete the conversion. …

Action Manifest Files

[subsection]Starting with an In-Game Actions file[/subsection] [subsection]Step 1 - Setting up Dev-mode for Steam Input[/subsection] Before editing the Action Manifest File, we need to enable Steam Input dev-mode so that we can export configurations as a developer and receive error messages if we make mistakes when editing the actions manifest. 1) Go to Steam Big PIcture Mode ->Settings->System and turn on Dev mode for Steam [docimg=export_prestep_1.png]export_prestep_1.png[/docimg] 2) Go to the developer section and turn on "Steam Input Layout Dev Mode" [docimg=export_prestep_2.png]export_prestep_2.png[/docimg] [subsection]Step 2 - Save a configuration[/subsection] If you have an existing IGA file you can save your current configuration out in the controller configuration screen. 1) Select the Gear Icon [docimg=export_step_1.png]export_step_1.png[/docimg] 2) Select "Export layout" [docimg=export_step_2.png]export_step_2.png[/docimg] 3) Select a Title and Description for you game and export the configuration. …

Steamworks API Overview

\n" ); return; } printf( "Number of players currently playing: %d\n", pCallback->m_cPlayers ); } [/code] [b]NOTE:[/b] If you can't use the CCallResult system, then you may be able to use [api]ISteamUtils::IsAPICallCompleted[/api], [api]ISteamUtils::GetAPICallResult[/api] and [api]ISteamUtils::GetAPICallFailureReason[/api] to track the status of a call result. …

[section=steam_game_servers]Steam Game Servers[/section] The Steamworks API includes support for running game servers as well as regular clients. A game server, in Steamworks API terms, is an entity in the system that normal users connect to to play multi-player games. This can be connecting over the Internet to a remote game server, or connecting locally to a game server that's in the same process as the client. …

Features And Tools, Marketing

Learn more: [doclink=marketing/upcoming_events/nextfest]Steam Next Fest[/doclink] [*][h3]Announcements[/h3] During development, leading up to release, and throughout the life of your game, you'll find the Steam Events and Announcements system to be a useful channel for keeping your players informed and gathering feedback. Use it to post development progress, share new artwork creations, or describe interesting features you are working on. …

Learn more: [doclink=marketing/utm_analytics]UTM Analytics [/doclink] [/list] [section]Tools & Resources outside of Steam[/section] While Steam has many tools and systems to help with discovery and awareness of your game, there are still a great many places outside of Steam that players rely on to learn about new games. …

Activators

[section]Activator Settings[/section] Let's break down all the settings available in the activator system. These settings are always available regardless of activation type: [table] [tr][th]Name[/th][th]Values[/th][th]Description[/th][/tr] [tr][td]Activation Type[/td][td]Regular Press, Double Press, Long Press, Start Press, Release Press, Chorded Press, None - Remove Activator[/td][td]Activators determine how the input responds to you. …

How to debug Windows games on Steam Deck and Steam Machine

When you upload a title with the Steam Play button checked, the devkit tool will copy the remote debugging tools from your Windows development host to the devkit system. Currently the devkit will search for the installed debugging tools from Visual Studio 2019 and Visual Studio 2017. In order to have the remote debugging tools available, when you install Visual Studio, be sure to include a development Workload like the "Desktop development with C++" [docimg=VirtualBox_Win_10_05_08_2021_18_05_44.png]VirtualBox_Win_10_05_08_2021_18_05_44.png[/docimg] [section]Usage[/section] [subsection]Vulkan Examples[/subsection] The project [url=https://gitlab.steamos.cloud/jupiter/vulkan-examples]Vulkan Examples[/url] is a good starting point for getting used to remotely debug games uploaded to the Steam Deck or Steam Machine. …

Wishlists

[/h4] [b]A:[/b] E-mail notifications may be sent out over multiple hours depending on how many users the system needs to send to. Additionally, notification emails may include several titles, depending on how many a customer has on their wishlist. …

Managing Your Steamworks Account

[/td] [/tr] [tr] [td][b]View Error Data[/b][/td] [td]Grants permission to view error reports for your title (if your title is integrated with Steamworks error reporting system).[/td] [/tr] [tr] [td][b]Generate CD Keys[/b][/td] [td]Can request CD Key batches for your application or upload third-party keys. …

Unreal Engine

Then related Input Keys will show up in Unreal Engine's keybinding system. [callout]In the section marked [b]Input Mapping Contexts (IMC)[/b] the Steam Frame controller keys will appear as options. Ensure that the Input Action types match the type of key input that you bind them to!…

There are two variants of VRS for Steam Frame devices:runtime-provided VRS, which allows the runtime to provide the application with a foveation map to use, and the Legacy VRS system, which allows for application-driven setting of the Fragment Density Map (FDM). Both variants are eye-tracked. We recommend using the Runtime-Provided VRS implementation, unless you want to experiment with performance by fine tuning the foveation map yourself. …

ISteamNetworkingMessages Interface

nSendFlags is a bitmask of [doclink=api/steamnetworkingtypes#message_sending_flags]k_nSteamNetworkingSend_xxx[/doclink] options nRemoteChannel is a routing number you can use to help route message to different systems. You'll have to call [api]ISteamNetworkingMessages::ReceiveMessagesOnChannel[/api] with the same channel number in order to retrieve the data on the other end. …

Sale Page Tools - Section Types

. [*][b]Visibility[/b] - The linked sale will only appear to customers when it is live. If the linked event hasn’t started yet, the system will handle this automatically, and the link will activate once the sale begins. [*][b]No Reciprocity Required[/b] - Mutual promotion is optional. …

Steam Matchmaking & Lobbies

A single lobby can have up to 250 users in it, although typically most games have at most 2-16 players. Skill-based matchmaking is built on top of this system. The Steam peer-to-peer matchmaking API is a set of functions that enable users to find other users to play a game with. The matchmaking functions all live in [api]ISteamMatchmaking[/api], which contains more details on the parameters for each function. …

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