The default controller configuration must provide users with the ability to access all content. Players must not need to adjust any in-game settings in order to enable controller support or this configuration. [*][b]controller glyphs[/b]: when using Steam Frame's physical controls, on-screen glyphs must either match Frame button names, or match Xbox 360/One button names. …
On Frame, games without native Linux builds will be run through Proton, a set of tools that will automatically take your current Windows executable and game data and run them on Steam Frame's Linux-based OS. …
. [*] [url=http://store.steampowered.com/about/]The Steam for Linux client[/url]. [*] The basic Linux development tool set (e.g. g++, gcc, and a make utility); contained in the build-essential package. Install this package either by using Ubuntu Software Center or from an open terminal window with the apt-get command: sudo apt-get install build-essential. [*] The latest version of the [url=https://github.com/ValveSoftware/steam-runtime]Steam Linux Runtime[/url] which includes the tools and a complete set of libraries required to ship Linux games on Steam. …
Available on Linux. [*] [url=https://developer.nvidia.com/nvidia-nsight-visual-studio-edition]NVIDIA Nsight[/url] - an extension for Visual Studio for debugging games running on Nvidia graphics cards. [*] [url=https://lttng.org/download]lTTng[/url] - a Linux tracing tool [*] [url=https://apitrace.github.io/]apitrace[/url] project - a set of tools for tracing and replaying OpenGL and OpenGL ES calls from your game [*] [url=http://www.rotateright.com/]Zoom[/url] - a CPU profiler with a powerful and friendly user interface [/list] [subsection]Linux APIs[/subsection] [url=https://www.khronos.org/vulkan/]Vulkan[/url] is the prefered library for high-performance graphics rendering. …
These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. [section]Store Capsule Rules[/section] [b][color=#ca5029]IMPORTANT NOTE:[/color][/b] Please see [doclink=store/assets/rules]Graphical Asset Rules[/doclink] for important rules on what can and cannot be included in your graphical asset capsules. …
[b]Size: [/b] 1438px x 810px [section=bundle]Bundle Assets[/section] Bundles use the same set of assets as other products on Steam, with one addition: [subsection]Bundle Header[/subsection] [docimg=civ6.jpg]civ6.jpg[/docimg] [b]Usage:[/b] This image appears at the top of the bundle detail page on Steam. …
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. A user can further refine these settings in [b]VR Settings -> Video -> Per-Application Video Settings[/b]. A user can also use [b]Reset to Default[/b] to restore the default settings suggested for this game. …
This will allow you to [b]ssh[/b], [b]adb[/b], and [b]rdp[/b] into your headset. You will find this at [b]Steam Settings > System > Enable Developer Mode[/b]. [docimg=steamframe-devmode_1.png]steamframe-devmode_1.png[/docimg] Then on the left, scroll down to the [b]Developer[/b] section, scroll toward the bottom of that page and click [b]Set User Password[/b]. …
[section]Changing Your Device Name[/section] If you are in an office full of other Steam Frames you will want to rename your device so you don't cause network collisions. Once you are logged in you can go to [b]Steam Settings > System > Hostname[/b] and change it to whatever you like. Then anywhere in these documents you see [b]frame[/b] as a hostname, just know to change it to whatever you have set here. …
[code]store.steampowered.com/app/YOUR_APP_ID[/code] or [code]store.steampowered.com/sale/SALE_NAME[/code] [*]Must include the [b]utm_source[/b] or [b]utm_campaign [/b]parameter [/list] The complete list of supported UTM parameters is: [list][*][b]utm_source[/b] [*][b]utm_campaign[/b] [*][b]utm_medium[/b] [*][b]utm_content[/b] [*][b]utm_term[/b] [/list] Using any combination of letters, numbers, and other characters supported by URLs, you can append any term to each of those parameters for your own purpose. See example above. …
This can be difficult to prevent because the UTM report does not: [list][*]Reveal which purchases belong to which UTM parameters, only the total number of purchases for each unique set of UTM parameters [*]Adjust totals for refunds occurring 4 days or later after the UTM visit. We consider the UTM visit fully processed at 4 days. …
[docimg=AdminUI_setLive.jpg]AdminUI_setLive.jpg[/docimg] [/list] [/olist] [section]Maintaining a Bundle[/section] Bundles can be modified to add or remove included items, adjust discount percentage, or edit assets and/or description. …
Do Bundle discounts trigger wishlist notifications?[/b] A. No. Setting a bundle live with a discount, or altering a bundle discount will not notify customers who have wishlisted the products inside a bundle. …
The client should install their certificate using [api]ISteamNetworkingSockets::SetCertificate[/api] [*] It is highly recommended that you also distribute the network configuration to clients at this time as well. …
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. (See below.) You can also specify a port, if the public port differs from SDR_LISTEN_PORT. [*] [b]SDR_POPID[/b]: The 3- or 4-letter alphanumeric code ([apitype]steamnetworkingtypes::SteamNetworkingPOPID[/apitype]) of the data center, in production. …
[b][u]GetDetailedSales Best Practices[/u][/b] [u][b]Step 1:[/b][/u] Call GetChangedDatesForPartner to find the set of dates that have new data. Your first call will use a highwatermark value of 0 and will return every date you have ever had sales or activations on Steam. …
[/td] [/tr] [tr][td][b]highwatermark[/b][/td][td]uint64[/td][td]✔[/td][td]A unique identifier, the point at which to query data forward from. Should be set to 0 on first run.[/td][/tr] [tr][td][b]include_view_grants[/b][/td][td]bool[/td][td][/td][td]Include dates that are visible via view grants in the response[/td][/tr] [/table] Retrieves the set of dates for which financial data has changed since the given highwatermark. …
[b]Returns:[/b] [apitype]steam_api::uint32[/apitype] The number of events copied to pInput, or the number of events available if pInput is nullptr. [subsection=SetMouseVisibility]SetMouseVisibility[/subsection] [code=cpp]void SetMouseVisibility( RemotePlaySessionID_t unSessionID, bool bVisible );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unSessionID[/b][/td][td][apitype]ISteamRemotePlay::RemotePlaySessionID_t[/apitype][/td][td]The session to affect.…
[subsection=SetMousePosition]SetMousePosition[/subsection] [code=cpp]void SetMousePosition( RemotePlaySessionID_t unSessionID, float flNormalizedX, float flNormalizedY );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unSessionID [/b][/td][td][apitype]ISteamRemotePlay::RemotePlaySessionID_t[/apitype][/td][td]The session to affect.…
Each playtime generator grant will be tracked separately if any of the drop settings are specified ('drop_interval', 'use_drop_window', 'drop_window', 'drop_max_per_window' ). In other words, if the itemdef does [b]NOT[/b] any drop settings, then it shares drops with all other playtime generators without drop settings and they are all limited by the application's drop interval. …
Alternatively it can be used to prevent any future drops of a deprecated item if the value is set to zero. We will only acknowledge this setting if the [code-inline]use_drop_limit[/code-inline] is assigned to "true". …
It's recommended to call this function twice, the first time with [code-inline]pchValueBuffer[/code-inline] set to [b]NULL[/b] and [code-inline]punValueBufferSizeOut[/code-inline] set to zero to get the size required for the buffer for the subsequent call. …
See [api]ISteamInventory::DeserializeResult[/api] for expiration handling. If this is set [code-inline]pOutBuffer[/code-inline] to [b]NULL[/b] then [code-inline]punOutBufferSize[/code-inline] will be set to the buffer size required. …
[/td][/tr] [tr][td][b]pTags[/b][/td][td]const [apitype]ISteamRemoteStorage::SteamParamStringArray_t[/apitype] *[/td][td]A set of tags where at least one of the tags must attach to the UGC.[/td][/tr] [/table] Adds the requirement that the returned items from the pending UGC Query have at least one of the tags in the given set (logical "or"). …
[/td][/tr] [/table] Gets info about currently installed content on the disc for workshop items that have [code-inline]k_EItemStateInstalled[/code-inline] set. Calling this sets the "used" flag on the workshop item for the current player and adds it to their [code-inline]k_EUserUGCList_UsedOrPlayed[/code-inline] list. …
[/list] [subsection]Base Game Set[/subsection] Every game has a [b]Base game achievements[/b] set. Achievements that aren't assigned to another set belong to the base game set, so if you don't create any additional sets, all of your achievements are in the base game set. …
[subsection]Deleting a Set[/subsection] Open the set's menu and choose [b]Delete set[/b]. You must move or delete all achievements in a set before you can delete it. …
There are two ways that Workshop items can get version information set: Mod authors can set this information, or your uploader tool can set this information. [olist] [*][b]Mod authors can set supported versions[/b] - Mod authors in the Steam Workshop can set version support by visiting the item history page and using the UI to configure which versions of the game work for each version of their Workshop item. [*][b]Your Workshop uploader can set supported versions[/b] - If your Workshop item uploader tool can validate support for an item, you can automatically mark it as supporting the appropriate versions, or you can build UI to make it easy for the mod author to choose supported versions and ranges at time of upload. …
If the [i]minimum[/i] branch is not set, then the item is valid for all Steam branches older than the [i]maximum[/i] branch, and vice-versa for when the [i]maximum[/i] branch is not set. …
This metadata can be returned from queries without having to download and install the actual content. [*] [api]ISteamUGC::SetItemVisibility[/api] - Sets the visibility of an item. [*] [api]ISteamUGC::SetItemTags[/api] - Sets arbitrary developer specified tags on an item. [*] [api]ISteamUGC::AddItemKeyValueTag[/api] - Adds a key-value tag pair to an item. …
This will only return workshop items that have a key = [param]pKey[/param] and a value = [param]pValue[/param]. [*] [api]ISteamUGC::SetReturnOnlyIDs[/api] - Sets whether to only return IDs instead of all the details on a pending UGC Query. This is useful for when you don't need all the information (e.g. you just want to get the IDs of the items a user has in their favorites list.) [*] [api]ISteamUGC::SetReturnKeyValueTags[/api] - Sets whether to return any key-value tags for the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnLongDescription[/api] - Sets whether to return the full description for the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnMetadata[/api] - Sets whether to return the developer specified metadata for the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnChildren[/api] - Sets whether to return the IDs of the child items of the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnAdditionalPreviews[/api] - Sets whether to return any additional images/videos attached to the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnTotalOnly[/api] - Sets whether to only return the total number of matching items on a pending UGC Query. -- The actual items will not be returned when [api]ISteamUGC::SteamUGCQueryCompleted_t[/api] is called. [*] [api]ISteamUGC::SetLanguage[/api] - Sets the language to return the title and description in for the items on a pending UGC Query. [*] [api]ISteamUGC::SetAllowCachedResponse[/api] - Sets whether results to be will be returned from the cache for the specific period of time on a pending UGC Query. …
This sets the content of your homepage to public so that it can be loaded in the Steam store. [*]Set that homepage as active - Return to the main admin dashboard for your homepage, with 'creator home v2' selected in the left-hand set of options. …
Easily add a set of games, organized as a grid or carousel. You can populate the set of games by manually entering individual games, or have it populate automatically based on criteria or filters. …
[section]Global Settings[/section] Before we start a game we'll need to make some basic choices and set some global settings in Big Picture mode. [subsection]Step 1: Pick a Controller[/subsection] If you're reading this, it's presumably because you want to use a certain controller with a certain game. …
" [docimg=desktop_settings.png]desktop_settings.png[/docimg] From there, select "Controller." [docimg=desktop_settings_controller.png]desktop_settings_controller.png[/docimg] From here you can change the general controller settings, as well as change three different global configurations. …
LinuxArm64 should now appear as a platform choice under the [b]Platforms[/b] button. [subsection]Project Settings[/subsection] In addition to the project settings in the previous section of the documentation, it is also recommended that you change the [b]Targeted RHI[/b] setting in your Project Settings under [b]Platforms - Linux[/b] to [b]Vulkan Mobile (ES3.1)[/b] and disable [b]Vulkan Desktop (SM5)[/b]. …
[/i] To fix this, you must manually specify the project uses a lower SDK/NDK level, and rebuild. In your Project’s settings. Go to [b]Edit > Project Settings > Android SDK > NDK API Level[/b] and set it to [b]android-30[/b] (or, in the future, whichever version is specified after the [b](current version is #XX)[/b] portion of the error). …
[/td][/tr] [tr][td][b]pchHost[/b][/td][td]const char *[/td][td]The host to set this cookie for.[/td][/tr] [tr][td][b]pchUrl[/b][/td][td]const char *[/td][td]The url to set this cookie for.[/td][/tr] [tr][td][b]pchCookie[/b][/td][td]const char *[/td][td]The cookie to set.…
Use [api]ISteamHTTP::SetHTTPRequestAbsoluteTimeoutMS[/api] if you need a strict maximum timeout. [b]Returns:[/b] bool Returns [b]true[/b] upon successfully setting the timeout. …