Steamworks Documentation
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Application Settings for Virtual Reality

If your game submits a suggested input binding for Meta Quest 2 controllers, SteamVR will automatically rebind most controller types so they will work. The following controller profiles should have customized bindings, due to the difficulty in automatically rebinding them: [list] [*] HTC Vive wands [*] Valve Index controllers [*] Windows Mixed Reality controllers [/list] If you build with OpenVR, your application will automatically support any current and future OpenVR-supported head-mounted displays (HMDs), such as the HTC Vive, Oculus Rift, or Windows Mixed Reality family of devices. …

Start with the SDK such as OpenXR or SteamVR and then describe any individual headsets, controllers, and/or room size requirements.…

Action Set Layers

"sniper" [docimg=action_set_layers_sniper_2.png]action_set_layers_sniper_2.png[/docimg] The code for this might look something like: [code=cpp] void changeClass(EClassID myClass) { if(myClass == SNIPER) { SteamInput()->ActivateActionSetLayer( controllerHandle1, sniperLayerHandle ); } //logic for other classes } [/code] If the player enters or exits a vehicle, the controls for the vehicle layer are activated/deactivated on those state changes, adding or removing new controls for vehicle specific functions. …

[docimg=action_set_layers_scope.png]action_set_layers_scope.png[/docimg] [code=cpp] void useScope(bool entering) { if(entering) { SteamInput()->ActivateActionSetLayer( controllerHandle1, scopeHandle ); //apply the scoped-in layer when you scope in } else { SteamInput()->DeactivateActionSetLayer( controllerHandle1, scopeHandle ); //remove the scoped-in layer when you lower the scope } } [/code] Here's how all the layers combine. …

Steam Deck FAQ

[b]Will it be possible for developers to create Steam Deck Steam Input configs without a developer kit?[/b] Yes. We recommend a PlayStation 4 or 5 controller, but any controller will allow you to get started.The PlayStation controllers offer the closest set of controls in that they have a built-in gyro and they have trackpad. …

[/b] Steam Input should not add additional latency, but like anything, should you experience a bug here, be sure to let us know. [b]Do you support using Steam Deck as an external controller?[/b] Currently, you can remote play into another machine to treat the Steam Deck as a controller, which will recognize all of the Deck's controls. …

Release Options

[section]Coming Soon[/section] After your store page has been approved, the controls will say "Approved For Release". Click "Post As Coming Soon" to view options and to make your page live for customers. …

[section]Full Release[/section] If your title is approved for full release, then the controls will say "Approved For Release". Click "Release App" to proceed and view release details before confirming. …

Bringing Mobile Games to Steam

[h4]Input[/h4] Most people don’t have a touch-screen monitor, so it’s important to consider how your input model changes and how you can make use of keyboard and mouse in a natural way. Game controllers are also often worth considering, and the [doclink=features/steam_controller]Steam Input API[/doclink] makes it easy for you to write a controller integration once that works for a huge variety of controllers. …

SteamVR Input

[section]Overview[/section] SteamVR Input is an API that makes it easy to support a variety of controllers and input devices in your VR application, without needing to think about supporting each controller separately. For device makers, SteamVR Input enables you to support many SteamVR applications without needing developers to build support for your device. …

id=1416820276 [section]Skeletal Input[/section] The Skeletal Input system will allow controller makers to capture the pose of the user’s hand as accurately as their sensors are able, and provide it as a stream of animation data to the running app. …

Steam Deck and Steam Machine Compatibility Review

[subsection]Requirements for Steam Deck and Steam Machine[/subsection] [b]Input[/b] [list] [*][b]Controller Support[/b]: [list][*]On Steam Deck, your game must support Steam Deck's physical controls. On Steam Machine, your game must support Steam Controller's inputs (essentially the same inputs as Steam Deck). [*]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.[/list] [*][b]Controller Glyphs[/b]: On-screen glyphs must match the inputs being used, whether it's Deck, Steam Controller, or Xbox glyphs. Mouse and keyboard glyphs should not be shown if they are not the active input. …

Input Source Modes

This curve can be altered so there is more or less room for fine controls.[/td][/tr] [tr][td][b]Mode Shifting[/b][/td][td]...[/td][td]See [doclink=features/steam_controller/mode_shifting]Mode Shifting[/doclink][/td][/tr] [tr][td][b]Haptics Intensity[/b][/td][td]Off, Low, Medium, High[/td][td]This sets the intensity of the haptics.…

[/td][/tr] [tr][td]Sensitivity Vertical Scale[/td][td]0.0-1.0[/td][td]Most games apply their own deadzones to controller output. If the control feels 'mushy' with a physical area of movement where no output is seen in game, it is likely caused by the game's deadzone. …

Steamworks API Reference

[/td][/tr] [tr][td][api]ISteamClient[/api][/td][td]Interface to create a new steam instance or to connect to an existing steam instance, whether it's in a different process or is local.[/td][/tr] [tr][td][api]ISteamController[/api][/td][td]Steam Controller support API (deprecated and replaced with ISteamInput)[/td][/tr] [tr][td][api]ISteamFriends[/api][/td][td]Interface to access information about individual users and interact with the [doclink=features/overlay][/doclink].…

[/td][/tr] [tr][td][api]ISteamMusic[/api][/td][td]Functions to control music playback in the steam client.[/td][/tr] [tr][td][api]ISteamNetworking[/api][/td][td]Networking functions for making connections and sending data between clients, traversing NATs when possible.…

Mode Shifting

Mode Shifting allows an input style of the controller to be 'shifted' into another mode while a button is being held. When released, the mode will change back to its normal mode. This allows additional buttons to be mapped or settings to be changed between modes. …

A complete list: [list] [*] Left Trigger Full Pull [*] Right Trigger Full Pull [*] Left Trigger Soft Pull* [*] Right Trigger Soft Pull* [*] Left Bumper [*] Right Bumper [*] Left Grip [*] Right Grip [*] Left Pad Click [*] Right Pad Click [*] Left Pad Touch [*] Right Pad Touch [*] Left Joystick Click [*] Right Joystick Click [*] D Pad Up [*] D Pad Down [*] D Pad Left [*] D Pad Right [*] A Button** [*] B Button** [*] X Button** [*] Y Button** [*] Start Button** [*] Select Button** [/list] [i]*Where available - note that Nintendo Switch controllers do not have Analog Triggers[/i] [i]**Actual label will vary between controller models[/i]…

Steam Screenshots

[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. …

By default Steam will handle taking screenshots, but you can take over control by hooking the screenshots using [api]ISteamScreenshots::HookScreenshots[/api]. If you're hooking the screenshots you'll be getting a [apitype]ISteamScreenshots::ScreenshotRequested_t[/apitype] callback when the user presses the screenshot hotkey. …

Distributing Your Dedicated Game Server

You'll need to complete the required items listed on the right-hand side of your app landing page for the tool. When you're ready to release, you can use the controls to do so yourself. Here's what happens when you hit the release button for your Dedicated Server: [olist] [*] In most cases, you'll want your dedicated server to be able to run in anonymous mode so that you don't need the Steam Client or a specific Steam user to be signed in to run it. …

The dedicated server appID and associated depot(s) will be added to the anonymous steamcmd package (pkg 17906) to be downloadable using SteamCMD in anonymous mode. [*] The appID will get marked as 'released' so that you can actually run the server via SteamCMD. [/olist] If you don't have the controls to release your own tool (typically if Valve manually created your tool sometime in the past) then you'll need this to be done by a Valve representative. …

Authentication using Web API Keys

Each publisher key is associated with a Steamworks publisher group. Publisher only Web API methods control key access by: [list][*]Publisher Group App ID - Some publisher methods require that the appid value provided in the request is associated with the key's publisher group. [*]Key Permissions - All publisher methods have a permission group that must be associated with the request's key. …

To create a Publisher Web API key: [olist] [*] As a user with administrative rights in your Steamworks account, visit your groups list by going to [b]Users & Permissions[/b], then [b]Manage Groups[/b]. [*] Select an existing group or create a group. [i]We recommend creating a dedicated group to control Web API key game access.[/i] [*] Ensure the applications associated with the group are correct before creating a key. [*] Select [b]Create WebAPI Key[/b]. [*] Select the set of desired key permissions. [*] Select [b]Save Changes[/b] [*] The newly created key will display in the right-hand sidebar of that page. …

Features

Files specified in the Auto-Cloud configuration or written to disk (created, modified, deleted, etc.) using the Cloud API will automatically be replicated to the Steam servers after the game exits.[/td][/tr] [tr][td][doclink=features/steam_controller][/doclink][/td][td]Steam Input is a flexible input library that supports over three hundred devices including all common variants of Xbox, Playstation, Nintendo Switch, and Steam Controllers.…

The form of this creation by community members can vary depending on the nature of the game and what kind of control you wish to have over the content in your game.[/td][/tr] [tr][td][doclink=features/auth][/doclink][/td][td]Steamworks exposes multiple methods for authenticating a Steam user's identity and verifying ownership of an application.…

Managing Applications

[b]This method has the following advantages:[/b] [list] [*]You can explicitly set permissions for each individual user account. [*]You can control exactly which individual user accounts have access to your Application. [*]You can control exactly which packages are autogranted to the individual user accounts in the group. …

ISteamMusic Interface

Functions to control music playback in the steam client. This gives games the opportunity to do things like pause the music or lower the volume, when an important cut scene is shown, and start playing afterwards. …

This does not necessarily a song is currently playing, it may be paused. For finer grain control use [api]ISteamMusic::GetPlaybackStatus[/api]. [b]Returns:[/b] bool [b]true[/b] if a song is currently playing, paused, or queued up to play; otherwise [b]false[/b]. …

Steam Hardware

Valve ships hardware to help Steam users get the most out of their Steam Library. The Steam hardware lineup includes Steam Deck, Steam Controller, and the upcoming Steam Machine and Steam Frame devices. All of these devices are powered by Steam, and are optimized for gaming. …

Steam Workshop

The form of this creation by community members can vary depending on the nature of the game and what kind of control you wish to have over the content in your game. This page is intended as an overview of the Steam Workshop and the different models available. …

Authors of these items will be able to update their content any time. [*] [doclink=#curated_workshop]Curated Workshop[/doclink] - This is best suited to maintaining tighter control over the items that are added and made available in your game, but requires work and an update to add each item to your game. This is typically better for smaller and less complex pieces of content such as weapons, hats, or other accessory items. …

Distributing Source Engine Games / Mods

[/b] We receive this question quite regularly, but very rarely permit mods to be sold; the reason being is that it sets an expectation that Valve has assigned a level of oversight and quality control over the development and ongoing support of the mod that we are unable to provide. [*] [h4]Q: Does my mod have to require ownership of the (modded) base game when I distribute my mod on Steam? …

This happens automatically in the default build of the SDK with TF2, but the mod maker will have control over what is actually used in the game. Mods cannot add or remove items from a TF2 player, nor modify any details of an item. A mod can control which items are equipped, have small changes or completely re-imagine what they do within the mod. [*] [h4]Q. …

Steam Community

You can add or remove sub-forums or customize existing ones with the following options: [list] [*]Name - The name of the subforum [*]Visibility - Controls who can view each subforum and the content in it. [*]Post rights - Who is able to post in existing threads and create new ones. …

You should also review and update the permissions that your moderators have to control the amount of features they have access to. You can read more about adding moderators [url=https://partner.steamgames.com/doc/marketing/community_moderation/adding_moderators]here[/url] [b]Q: Can I use the Steam community to let customers know of non-Steam versions of my game? …

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