[/td][/tr] [tr][td][b]x[/b][/td][td]int[/td][td]The X (width) position in pixels within the surface. (0, 0) is the top left corner.[/td][/tr] [tr][td][b]y[/b][/td][td]int[/td][td]The Y (height) position in pixels within the surface. (0, 0) is the top left corner.…
[/td][/tr] [tr][td][b]x[/b][/td][td]int[/td][td]X (width) coordinate in pixels relative to the position of the HTML surface. (0, 0) is the top left.[/td][/tr] [tr][td][b]y[/b][/td][td]int[/td][td]Y (height) coordinate in pixels relative to the position of the HTML surface. (0, 0) is the top left.…
[section]Homepage Editor Tools Overview[/section] https://www.youtube.com/watch?v=kjhqm6Y2CFY [section]To start using the new editor[/section] Visit your developer or publisher homepage and then the following: [olist] [*]Click the 'admin' tab. [*]Select "Creator Home v2" on the left-hand side of admin options. [*]Click "Create New" to set up a new homepage. …
(Note: You can change the settings to only show the newest events from the last X weeks.) [docimg=NEWS.png]NEWS.png[/docimg] [*][b]Carousel or grid of games[/b] - The basic building blocks for showcasing games. …
[callout][b]NOTE[/b]: The [doclink=features/overlay]Steam Overlay[/doclink] must be active in your game for the Screenshots system to be available.[/callout] Users can press a hotkey controlled by Steam (F12 by default), to trigger a screenshot. The user can change the hotkey and other screenshot settings that will take effect in any game they play in Steam by going to Settings -> In-Game. …
The Steam group abbreviation is a unique way for people to identify the group and is limited to 12 characters. In some games this will appear next to the name of group members. [b]Returns:[/b] const char * The Steam groups tag in UTF-8 format. …
[url=https://docs.unity3d.com/6000.3/Documentation/Manual/xr-multiview-render-regions.html]Unity documentation[/url] [i]Requirements: Unity 6.1+, Unity OpenXR Plugin 1.14.1+, Vulkan, Multiview[/i] [*][b]Valve Utils: Lepton Validation[/b] - This feature checks through your Unity project and lets you know if there are things setup that will cause the build to fail to run locally on Lepton (Steam Frame's Android translation layer). …
Note: This only applies to games running through FEX (e.g. Windows x86 builds using Proton). [/list]…
Once you see the chat, you can click on any line of chat to bring up the moderation tools: [list][*]Remove this user's messages [*]Mute user for 12 hours [*]Mute user for a week [*]Mute user permanently [*]Unmute [*]Make this user a Moderator [*]Remove Moderator status for user[/list] [subsection]Store page[/subsection] From your Steam store page, click on Show Chat underneath your broadcast to view the chat. …
[table] [tr] [td][b]Header Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]920px x 430px Just your game logo and artwork [doclink=store/assets/standard#header_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Small Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]462px x 174px Just your game logo and artwork [doclink=store/assets/standard#small_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Main Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]1232px x 706px Just your game logo and artwork [doclink=store/assets/standard#main_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Vertical Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]748px x 896px Just your game logo and artwork [doclink=store/assets/standard#hero_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Screenshots[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]minimum of 1920px x 1080px or larger, 16:9 ratio. …
[table] [tr] [td][b]Event Cover[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]800px x 450px Artwork and marketing copy for your event or announcement [doclink=store/assets/eventassets#cover]See details[/doclink][/td] [/tr] [tr] [td][b]Event Header[/b][/td] [td]Optional[/td] [td]1920px wide x 622px Event artwork and logo. …
We've spent a lot of effort making it as easy as possible to run that best version on Steam Frame. For most developers that probably means running Windows x86 via Proton and FEX. For VR developers that have already spent the effort to make a mobile optimized version of their game for other hardware (typically Android Arm64), we think it makes sense to run that version on Steam Frame. …
It is implemented as a container to minimize overhead. [subsection]x86 via FEX[/subsection] x86 (32-bit and 64-bit) via [url=https://github.com/FEX-Emu/FEX]FEX[/url]. FEX translates x86 compiled games to Arm64 instructions, but forwards API calls to native host system libraries like OpenGL or Vulkan to reduce emulation overhead, and leverages code caching to minimize in-game stuttering as much as possible. …
If you upload larger images (up to 4096px wide), viewers will see an option to see the image in full screen, which can be helpful for roadmaps or images with a lot of text. Animated assets can be a maximum of 12 seconds in duration. When you export videos, include color space information and if possible, set the color space to BT.709. This will guarantee that the final video's color matches the color you expect. …
The logo should be easily legible against the background. [b]Size:[/b] 600px x 900px (an additional half-size 300px x 450px PNG will be auto-generated from larger file) [section=header]Library Header [color=#ca5029]Required[/color][/section] The library header is used in different places within the Steam Client Library. …
For ex: a main character’s face should be entirely in the safe area or risk being cropped. [b]Size: [/b]3840px x 1240px (an additional half-size 1920px x 620px PNG will be auto-generated from larger file) [subsection=logo]Library Logo [color=#ca5029]Required[/color][/subsection] [docimg=Logo_example_1.png]Logo_example_1.png[/docimg] [b]Usage:[/b] Appears at the top of a user’s library details page for this product, placed on top of the hero graphic. …
Be sure to watch the YouTube video, which explains sale page structure and how to use some of the sections [url]https://youtu.be/9xJ6Tb1RQuY[/url] [subsection]Default Section Types[/subsection] [list] [*][b]Apps and Bundles[/b] - These are apps, packages, or bundles. …
Don't forget to make [url=https://partner.steamgames.com/documentation/steamcontroller#step12]Titles & Descriptions[/url] for each of them. When your official configurations have been posted they will appear in the "Custom Configuration" section: [docimg=steamworks_steam_input_branch_settings.png]steamworks_steam_input_branch_settings.png[/docimg] For each configuration you can get a direct link, see what controller type it is for, control which beta branches it is available on, or remove it entirely. …
\pipe\HID#VID_045E&PID_028E&IG_00#045E&0B00&00045EB00704DAF3#0#20160 for an Xbox one controller with a VID/PID of 0x45e/0x0b00. Example code: [code] #define VALVE_DIRECTINPUT_GAMEPAD_VID 0x28DE #define VALVE_DIRECTINPUT_GAMEPAD_PID 0x11FF #define STEAM_INPUT_VID_INDEX 37 #define STEAM_INPUT_PID_INDEX 42 #define STEAM_INPUT_SIAPI_HANDLE_INDEX 47 #define STEAM_INPUT_GAMEPAD_INDEX 64 #define MAX_PATH 260 //... …
= (UINT)-1 ) { if ( rdi.hid.dwVendorId == VALVE_DIRECTINPUT_GAMEPAD_VID && rdi.hid.dwProductId == VALVE_DIRECTINPUT_GAMEPAD_PID ) { uint32 ulVID = strtoul( &devName[STEAM_INPUT_VID_INDEX], NULL, 16 ); uint32 ulPID = strtoul( &devName[STEAM_INPUT_PID_INDEX], NULL, 16 ); uint64 ulDeviceHandle = strtoull( &devName[STEAM_INPUT_SIAPI_HANDLE_INDEX], NULL, 16 ); uint32 unGamepadIndex = strtoul( &devName[STEAM_INPUT_GAMEPAD_INDEX], NULL, 16 ); Log( "Raw input device: VID = 0x%x, PID = 0x%x, handle = 0x%llx, index = 0x%x, %s\n", ulVID, ulPID, ulDeviceHandle, unGamepadIndex, devName ); // You can now use either the VID/PID to identify the device directly or use ulDeviceHandle with GetInputTypeForHandle ESteamInputType inputType = SteamInput()->GetInputTypeForHandle( ulDeviceHandle ); switch( inputType ) { case k_ESteamInputType_Unknown: printf( "unknown!…
[subsection=SteamGameServer_Init]SteamGameServer_Init[/subsection] [code=cpp]inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td]uint32[/td][td]The IP address you are going to bind to. (This should be in host order, i.e 127.0.0.1 == 0x7f000001). You can use INADDR_ANY to bind to all local IPv4 addresses.[/td][/tr] [tr][td][b]usSteamPort[/b][/td][td]uint16[/td][td]The local port used to communicate with the steam servers.…
[/td][/tr] [tr][td][b]pchVersionString[/b][/td][td]const char *[/td][td]The version string is usually in the form x.x.x.x, and is used by the master server to detect when the server is out of date. (Only servers with the latest version will be listed.)…
The artwork used for the Daily Deal is our standard "Header Capsule" 460px x 215px, and is imported from the associated game or bundle automatically. Daily Deal discounts run from 7 to 14 days. [doclink=marketing/discounts/dailydeal]Learn more here.…
These include a Fishing Fest which runs from June 10-14, an Indie Awards Showcase Event from June 18-20 and a Daily Deal on June 12. To do all this, Bass Ain't Bitin' sets up a single custom discount to span all three events. It chooses June 10 - 20 with a discount of 20%. …
Most typically, such button pairs are aligned on the same diagonal axis (X and A, Y and B). Sub-inputs: [list] [*] "South" button (e.g. A) [*] "East" button (e.g. B) [*] "West" button (e.g. X) [*] "North" button (e.g. Y) [/list] [section]DPAD[/section] [docimg=input_dpad.png]input_dpad.png[/docimg] The Dpad, or digital pad, is a single physical input that houses four discrete digital inputs corresponding to the four cardinal directions. …
The Shortcut Icon can also be used to generate the App Icon on upload, however any alpha will be replaced with solid black. [b]Size:[/b] 256px x 256px or 512px x 512px, ICO or PNG [callout]Note: To properly display your application icon on macOS desktop shortcuts, you must also submit an icon file in ICNS format in the "Mac Icon" asset field. …
This will be posted within your publisher/developer homepage when you hit 'publish' [/list] [section]Required Artwork and Banners[/section] Download the full set of Photoshop templates here: [url=https://www.dropbox.com/scl/fo/mhf604o6bdbcfr1scq7bx/h?rlkey=9bk0ggiwuvs4o1jdnej4xsy0c&st=sb1voje6&dl=0] CURRENT TEMPLATES[/url] The minimum required banners and artwork are these two: [list] [*][b]Event Cover Image[/b] - This is the image that appears when your page is shared on social media and in lists on Steam [*][b]Store Sale Page Background[/b] - The image that appears at the top and background of your sale page. …
. [*]Once that's done, download the EAC SDK and find the Linux library ([i]\Client\Assets\Plugins\x86_64\libeasyanticheat.so[/i]) for the SDK version integrated with your game, rename it to [i]easyanticheat_x64.so[/i], and add it to your depot next to the Windows library ([i]EasyAntiCheat_x64.dll[/i]). [*]Lastly, on the Steamworks site, publish a new build of your game containing the new depot contents. …
[/td][/tr] [/table] [section=cover]Cover Image [color=#ca5029]Required[/color][/section] [docimg=cover.png]cover.png[/docimg] [b]Size:[/b] 800px wide x 450px tall [b]Design:[/b] This image should primarily contain the artwork and branding for your event. Steam will always automatically include your game's name and icon next to the cover image, so it isn't critical to include your game branding in the cover image (but you may still choose to do so). …
[section=header]Header Image [color=#d7bc86]Suggested[/color][/section] [docimg=header.png]header.png[/docimg] [b]Size:[/b] 1920px wide x 622px tall (please see template file for important notes) [b]Design:[/b] Add a rich header image to your detail page to communicate the theme or essence of your update or announcement. …