Steamworks Documentation
Found 313 search results for "WA 0812 2782 5310 Custom Kitchen Set Ukuran 1 Meter Minimalis Gajahmungkur Semarang"
Tip - Renaming a live exe

[subsection]Situation[/subsection] You've got a released game with customers already playing it and you need to rename your exe. [subsection]Solution[/subsection] The order of operations can matter here, as setting a build live doesn’t go through the publish process but changing the launch options does. …

Assuming that there’s a build update associated with the change, we recommend setting the build live and then immediately publishing the app admin settings with the launch option change. …

Multiplayer

[section]Overview[/section] Steam started as a multiplayer gaming platform with the release of Counter-Strike 1.6 and multiplayer has always been a huge focus. Steam provides many different features and APIs to improve the multiplayer experience for developers and customers alike. …

Mouse Regions

You can set any value between 0.0 and 1.0, and the default value is 0.8. At 0.8, the mouse region should cover the entire screen surface of a standard 16:9 screen, regardless of whether the mouse region shape is rectangular or circular. …

[subsection]Horizontal/Vertical Position[/subsection] These let you set the on-screen position that the mouse region is centered upon. Note that 0,0 represents the upper-left corner of the screen and 1,1 represents the lower-right. …

Unity

[url=https://docs.unity3d.com/6000.2/Documentation/Manual/xr-foveated-rendering.html]Unity documentation[/url] [i]Requirements: Unity 2022.3+, Unity OpenXR Plugin v1.9.1+, URP, Vulkan[/i] [*][b]Valve Utils: Settings for Unity's Multiview Render Regions[/b] - This provides access to the Unity feature for Multiview Render Regions. …

[i]Requirements: Unity OpenXR Plugin v1.9.1+[/i] [*][b]Valve Utils: Refresh Rate[/b] - This feature lets you query and request refresh rates on the headset via the [url=https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_FB_display_refresh_rate]XR_FB_display_refresh_rate[/url] OpenXR extension. …

Review Process

In this section, you want to give customers a clear expectation of what the current version of your game contains, and what features and content still need to be added before the game is considered complete. …

Once all your trading card assets are uploaded, click the edit link beneath “Release State” to configure your card drop settings and mark your assets as ready for review. Once set as ready for review, your cards will automatically appear in our queue to review by a Valve designer. …

ISteamInput Interface

[b]Example:[/b] [code=cpp]void updateStateLoop() { switch( currentState ) { case MENU: SteamInput()->ActivateActionSet( inputHandle1, menuSetHandle ); doMenuStuff(); break; case WALKING: SteamInput()->ActivateActionSet( inputHandle1, walkingSetHandle ); doWalkingStuff(); break; case DRIVING: SteamInput()->ActivateActionSet( inputHandle1, drivingSetHandle ); doDrivingStuff(); break; case FIGHTING: SteamInput()->ActivateActionSet( inputHandle1, fightingSetHandle ); doFightingStuff(); break; } }[/code] [callout=green] [h3]Activate All Controllers[/h3] Oftentimes, you'll want to activate all the controllers at once, rather than a single device. …

[/td][/tr] [/table] Reconfigure the controller to stop using the specified action set layer. [b]Example:[/b] [code=cpp] SteamInput()->DeactivateActionSetLayer( inputHandle1, myActionSetLayer ); [/code] [subsection=DeactivateAllActionSetLayers]DeactivateAllActionSetLayers[/subsection] [code=cpp]void DeactivateAllActionSetLayers( InputHandle_t inputHandle );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]inputHandle[/b][/td][td][apitype]ISteamInput::InputHandle_t[/apitype][/td][td]The handle of the controller you want to deactivate all action set layers for.…

Features And Tools, Marketing

Learn more: [doclink=marketing/wishlist]Wishlist[/doclink] [*][h3]Tag your game[/h3] Once you've got your store page set up, be sure to visit the page and add any additional relevant tags. Just click the "+" symbol next to the set of tags already applied (from the set of genres you picked during setup) and you'll see an interface that allows you to choose and enter other tags. …

Learn more: [doclink=store/broadcast]Live-Streaming[/doclink] [*][h3]Time-limited artwork swaps[/h3] If you've got a special event coming up such as an update or live-stream, you can use artwork swaps to temporarily change the artwork that represents your game. You can customize your set of capsule images to include information about the event and it will automatically switch back to your default artwork at the prescribed date. …

Steam Next Fest: June 2027

. [*][b]June 14[/b] - [b]Steam Next Fest: June 2027 begins at 10am PDT[/b]; set your demo live (or opt out if your plans have changed) before 10am PDT. [*][b]June 21[/b] - Steam Next Fest: June 2027 concludes. [*][b]June 21[/b] - Steam Next Fest: June 2027 Wrap-Up (featuring games with the most played demos of the Fest) launches. [/list] [section=eligibility]Eligibility[/section] Steam Next Fest: June 2027 is open to upcoming games that meet all of the following criteria: [list] [*]Associated with a Steamworks developer account in good standing [*]Store page must be published and public [*]Is not a prologue, chapter 1, or otherwise 'demo' version of existing content available to customers [*]Includes a publicly playable demo by the time the festival begins [*]Released any time after the conclusion of the fest on June 21, 2027 [/list] [b]Please Note:[/b] [list] [*]All upcoming games may participate with a playable demo in Steam Next Fest, regardless of release date. [*]A game may only appear once in Steam Next Fest. …

Licensees

[/list] [h4]Dynamic License Management[/h4] You can now offer your customers games on Steam using a dynamic pool of licenses. Users can log into Steam [b]using their own personal Steam accounts[/b] and have access to both their own games and [b]games that you offer[/b]. …

[h4]Support for Personal Steam Accounts[/h4] Using dynamic license management, your customers will be able to play your games using their own Steam accounts. This means that they can earn XP, badges, collect game drops, or even make in-game purchases within your business just as they would at home. …

Store and Platform Traffic Reporting

The traffic breakdown reports are designed to show you where your game is being surfaced to customers and which channels are directing players to your store page. Below is more information on how traffic reporting works on Steam. …

[subsection]Visits[/subsection] Visits are unique page loads of your product's store page. Customers frequently return to a product page multiple times from multiple origins before deciding to make a purchase, so the metrics captured here are intended to convey the variety of places where customers are finding your product and clicking to learn more. …

IGameServersService Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]The app to use the account for[/td][/tr] [tr][td][b]memo[/b][/td][td]string[/td][td]✔[/td][td]The memo to set on the new account[/td][/tr] [/table] Creates a persistent game server account [section=SetMemo]SetMemo[/section] [code=http]POST https://api.steampowered.com/IGameServersService/SetMemo/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The SteamID of the game server to set the memo on[/td][/tr] [tr][td][b]memo[/b][/td][td]string[/td][td]✔[/td][td]The memo to set on the new account[/td][/tr] [/table] This method changes the memo associated with the game server account. …

Steam Inventory Item Tools

[code] SteamItemInstanceID_t inputItems[2] = { unPaintCanItemDefID, unHatItemDefID }; uint32 inputQuantities[2] = { 1, 1 }; SteamItemDef_t outputItems[1] = { unHatItemDefID }; uint32 outputQuantity[1] = { 1 }; SteamInventoryResult_t resultHandle; SteamInventory()->ExchangeItems( &resultHandle, outputItems, outputQuantity, 1, inputItems, inputQuantities, 2 ); [/code] If you wanted to have a tool that just removed a tag, you can define something like this "Paint Stripper.…

Once the "Kill Stat Tracker" has been applied to the Rocket Launcher, the dynamic property "kills" can be set on the Rocket Launcher as well.…

Publishers

Once the Cafe Distribution Addendum is signed, you will be able to create a Commercial package, and continue with the process of setting a price. We recommend offering the commercial license at the same price as the regular end user version. [docimg=cafe_commercial_packages.JPG]cafe_commercial_packages.JPG[/docimg] Prices will then get approved by Valve. …

This allows partners to add game modes, scoring features or even unlock content to those customers - if it makes sense in a Café or arcade environment. [*][h4]Where do I find my commercial sales data?[/h4] Your Steam Sales Report is available on the secure partner site under the "Reports" tab. …

Advance Access (Beta)

[/section] Advance Access is a Pre-Purchase incentive, in which customers that Pre-Purchase a "Deluxe" package(s) of your game are given access to the game earlier than customers that Pre-Purchase the "Standard" (most basic) package. …

[/h4] A: The content (bits being delivered to the user’s client) will become playable if the DLC is in the package that’s set for advance access regardless of having a publicly visible store page. You will still need to set the store page live. [h4]Q: What happens with retail keys I've ordered for the Advance Access Package?…

Anti-cheat and Game Bans

[/olist] [section=Permissions]Required Permissions For Editing Anti-Cheat Policies[/section] [b]Who can set or edit Anti-Cheat policies for my product?[/b] Only certain publisher accounts have the necessary permissions to enable or adjust anti-cheat policies for your products on Steam. …

The following permissions are required for a specific account in order to set or adjust anti-cheat policies for a product: [list] [*] Your account must have the specific permission: "Manage Signing" for the product in question. …

Getting Started for Players

[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. …

Activators

Activators let you define simple macros like, "If I hold DOWN for 1 second, repeat DOWN every 0.1 seconds thereafter until release." Ta-da! Now you can scroll through that list in a jiffy just by holding down the button, even though the developers never implemented it! …

Can be used in combination with cycle bindings.[/td][/tr] [tr][td]Repeat Rate[/td][td]0.0-1.0[/td][td]Regular Press, Double Press, Long Press[/td][td]The speed of turbo will be set by this slider.[/td][/tr] [/table]…

Steam Workshop Item Tags

By default, all tags submitted by the game to Steam will show up listed for customers to see in the right-hand column of your application's Workshop home page. These tags are defined with [doclink=api/ISteamUGC#SetItemTags]ISteamUGC::SetItemTags[/doclink] when an item is uploaded from your game or submission tool. …

ISteamMatchmaking Interface

[/td][/tr] [tr][td][b]punGameServerIP[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td]Returns the IP address of the game server, in host order, i.e 127.0.0.1 == 0x7f000001, if it's set.[/td][/tr] [tr][td][b]punGameServerPort[/b][/td][td][apitype]steam_api::uint16[/apitype] *[/td][td]Returns the connection port of the game server, in host order, if it's set.…

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

IInventoryService Interface

[/td][/tr] [tr][td][b]notify[/b][/td][td]bool[/td][td]✔[/td][td]Optional, default 0. Set to 1 to indicate the user is not in-game and should see a Steam notification.[/td][/tr] [tr][td][b]requestid[/b][/td][td]uint64[/td][td]✔[/td][td]Optional, default 0. …

Calls to AddItem that occur when the player is not in-game may optionally set [code-inline]notify=1[/code-inline] to notify the player via Steam. This may engage any of the player-notification mechanisms in Steam, including an overlay popup. …

Results 121 to 140 of 313