Steamworks Documentation
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ISteamMicroTxn Interface

The billing agreement status will just be for the current renewal status. For example, if the user has paid for 1 month, and then cancels after 1 day, the current status show canceled. In general, you should not use this API to determine if the user has renewed their subscription. …

We recommend that you provide custom pricing for each currency in which you expect your customers to transact regularly. Note that the [code-inline]amount[/code-inline] you pass needs to be in the format that matches the [code-inline]currency[/code-inline] code you pass. …

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. …

Setting Up A Stream

The computer that is streaming your game will send video to that upload server. [docimg=stream1.png]stream1.png[/docimg] [*]Locate your RTMP token. You will need to enter this token into your streaming software. [b]What is an RTMP token?…

Below are steps to get your stream set up in OBS. Steam supports any broadcast software that supports the RTMP protocol. [docimg=stream5.png]stream5.png[/docimg] [olist] [*]Navigate to File-->Settings-->Stream [*]In the dropdown menu, select “Custom...” …

Action Set Layers

This game has native Steam Input support and makes use of action set layers. For basic gameplay, a base action set is always active and covers running around, picking up items, jumping, etc. [docimg=action_set_layers_basic_1.png]action_set_layers_basic_1.png[/docimg] When the player selects a class, the appropriate layer is added, e.g. …

[docimg=action_set_layers_vehicle_1.png]action_set_layers_vehicle_1.png[/docimg] [code=cpp] void changeVehicle(EVehicleID myVehicle, bool entering) { InputActionSetHandle_t layerHandle; if(myVehicle == AUTOMATIC) { layerHandle = automaticHandle; //automatic transmission -- steer, gas, brake } else if(myVehicle == STICK_SHIFT) { layerHandle = stickShiftHandle; //manual transmission -- steer, gas, brake, clutch, shift gears, etc. } if(entering) { SteamInput()>ActivateActionSetLayer( controllerHandle1, layerHandle ); //apply the vehicle's action set layer when you get in it } else { SteamInput()>DeactivateActionSetLayer( controllerHandle1, layerHandle ); //remove the vehicle's action set layer when you get out of it } } [/code] In this game, players can use their weapon even when riding in a vehicle. …

Application Settings for Virtual Reality

[section]Overview[/section] You can manage the Virtual Reality settings for your application on Steamworks in two places: [list][*]Steamworks Settings - Set the SteamVR input binding mode for your application, as well as launch options. [*]Store Page - Describe your VR requirements and supported configurations[/list] [section]Steamworks Settings[/section] Steamworks settings enable you to define the SteamVR input binding mode for your application, and define your launch options. …

Launch options allow you to let users select these options in a more intuitive way. To set launch options, select "Edit Steamworks Settings" from the App Landing Page. Under "Installation", select "General.…

Setting up your Steam Frame for development

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]. …

[docimg=steamframe-hostname_1.png]steamframe-hostname_1.png[/docimg] …

Suggesting default user settings for your game

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. …

IPartnerFinancialsService Interface

as it provides access to large amount of information on the performance of your partner account on Steam. [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. …

Wishlisting data does not have the same "wait for settlement" behavior as financial data (credit card payments etc.), therefore it is unnecessary to query prior dates more than once after dates have closed. For example: - On June 1st, it would be good practice to query May 31st and June 1st data. - On June 2nd, it would be good practice to query June 1st and June 2nd, but re-querying May 31st should not provide any new or changed data. …

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. …

Trailers

Trailers are displayed at the top of your product's store page and are often one of the first things your potential customers will be seeing. [docimg=Portal2TrailerExample2_1.jpg]Portal2TrailerExample2_1.jpg[/docimg] [section]Best Practices[/section] Trailers are important in marketing your product on Steam. …

You will not need to use the Advanced Settings if your trailer is visible to all countries and languages. You can set the language that specific trailers will show to customers that have their settings set to that language. …

Radial Menus

First, we create a custom action set layer. We click "add action layer." [docimg=slime_rancher_add_layer_1.png]slime_rancher_add_layer_1.png[/docimg] We'll call it "System Options.…

This means that you must create your custom action set layer [i]before[/i] you try to set up the activation toggle for it. See the [doclink=features/steam_controller/action_set_layers][/doclink] article for more info on creating action set layers. …

steamnetworkingtypes.h

" 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. …

Returns 0 if IP is not mapped IPv4. 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. …

Getting your game ready for Steam Deck and Steam Machine

While at their core Steam Deck and Steam Machines are PCs, their form factors lend themselves to an additional set of customer expectations. In addition to the criteria used for [url=https://partner.steamgames.com/doc/steamhardware/compat]Steam Deck and Steam Machine compatibility[/url], we have some additional recommendations, presented here. …

Launchers often rely on platform-specific frameworks (ie., .NET, WPF, etc.) that can turn into difficult experiences for customers on a small screen using a controller for navigation. When native UI launchers are required, you can use the [url=https://partner.steamgames.com/doc/api/ISteamUtils#SetGameLauncherMode]SetGameLauncherMode[/url] API to automatically translate controller input to keyboard/mouse events to assist the user. …

Early Access

Releasing a game in Early Access helps set context for prospective customers and provides them with information about your plans and goals before a "final" release. …

If so, you should also consider publishing a [doclink=/marketing/event_tools]News Event[/doclink] to share these details with your current players. [*][b][i]Set Your V1.0 Full Release Date[/i][/b] - On the Early Access tab of the Edit Store Page tools a date picker to select a planned 1.0 release date. …

Steam Remote Play

Under Steam Input Default Touch Configuration select Custom Configuration. Click the "Add Custom Configuration" button and paste the URL for your new config, and click Save. [docimg=TouchPartnerConfiguration.png]TouchPartnerConfiguration.png[/docimg] [*] Publish your updated Steamworks settings for your game, as you would normally. …

For example, if you wanted to add a menu actionset, you could do it like this: [docimg=TouchBindings_1.PNG]TouchBindings_1.PNG[/docimg] [docimg=TouchLayoutMenu.png]TouchLayoutMenu.png[/docimg] [code=cpp] #include "steam/isteaminput.h" void GameInit() { SteamInput()->Init(); } void GameQuit() { SteamInput()->Shutdown(); } void GameLoop() { GameInit(); while ( bRunning ) { const InputActionSetHandle_t k_ActionSetGame = 1; const InputActionSetHandle_t k_ActionSetMenu = 2; SteamInput()->ActivateActionSet( STEAM_INPUT_HANDLE_ALL_CONTROLLERS, BInMenu() ? …

Steam Inventory Item Store

[section=Setting]Setting Up[/section] You'll need to start by having a functional [doclink=features/inventory]Steam Inventory Service[/doclink] implementation. …

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. …

Steam Frame Standalone Compatibility Review Process

([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.…

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. …

Free To Play Games

[section]Configuring as Free[/section] When you initially create your game in Steamworks, you can do so with the setting to make it free to play. [docimg=Setup1.png]Setup1.png[/docimg] Once you have done this, you'll find your game listed with a price of 'free' in the "Store Package" area. …

Instead, you’ll simply adjust the pricing as needed. You should consider how you will present the new price to customers as a discount in-game. Most developers handle pricing by setting up a database pricing sheet that has a list of all pieces of content and corresponding prices in each currency. …

Release Dates

Your upcoming game's release date in Steamworks serves two purposes: to tell players when they might expect your game, and to list your game on upcoming releases lists. How these dates appear can be customized within a set of options built into Steam. [docimg=release_dates_example1]release_dates_example1[/docimg] [section]Setting Your Game's Release Date[/section] The release date can be set from your game's landing page in Steamworks. …

[/b] A: The full documentation can be found here. https://partner.steamgames.com/doc/store/coming_soon [b]Q: Can I set a release date for when my Early Access Game will transition to V1.0 Full Release?[/b] A: Yes, for Early Access games there is now a a date picker to select a planned 1.0 release date on the Early Access tab of the Edit Store Page tools. …

Bundles

[subsection]Adding items[/subsection] If you add items to an existing Complete The Set bundle, then customers that have already purchased the bundle may do so again to purchase just the new items for the discount percentage. …

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. …

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