Steamworks Documentation
Found 15 search results for "WA 0821 1305 0400 Pengadaan Geocomposite Retaining Wall Proyek Aceh Jaya Aceh"
ISteamMicroTxn Interface

[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/v2/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

Steam Audio

For example, designers can adjust the material-dependent EQ filters used to model transmission of sound through geometry, or make a reverb tail longer or shorter while retaining the characteristics of the early reflections. [/list] [subsection]Integrations[/subsection] Steam Audio includes the following integrations with game engines and audio middleware: [list] [*] Unity 2017.3 or later [url=https://valvesoftware.github.io/steam-audio/doc/unity/index.html](documentation)[/url] [*] Unreal Engine 4.27 or later [url=https://valvesoftware.github.io/steam-audio/doc/unreal/index.html](documentation)[/url] [*] FMOD Studio 2.00 or later [url=https://valvesoftware.github.io/steam-audio/doc/fmod/getting-started.html](documentation)[/url] [*] C/C++ SDK to allow integrating Steam Audio with any other game engine or audio middleware [url=https://valvesoftware.github.io/steam-audio/doc/capi/index.html](documentation)[/url] [/list] [subsection]Supported Platforms[/subsection] Steam Audio supports the following platforms: [list] [*] Windows 7 or later (32-bit and 64-bit) [*] Linux (32-bit and 64-bit, tested with Ubuntu 18.04 LTS) [*] macOS 10.7 or later (64-bit Intel) [*] Android 5.0 or later (32-bit ARM, 64-bit ARM, 32-bit Intel, and 64-bit Intel) [*] iOS 11.0 or later (64-bit ARM) [/list] The C/C++ SDK and various plugins are built using the cross-platform [url=https://cmake.org/]CMake build system[/url], allowing it to be ported to other platforms as needed. …

Store Page Written Description

With those in mind, here are some best practices: [list] [*][b]Less Can Be More[/b]: You have more space here, but don't forget: the more you write, the less likely a customer will read all of it. Avoid long paragraphs or 'walls of text.' [*][b]Make it Skimmable[/b]: Consider bolding your key features or section headers using the provided formatting tools. …

ISteamNetworkingUtils Interface

If you are running under the debugger and stop the process, the clock might not advance the full wall clock time that has elapsed between calls. If the process is not blocked from normal operation, the timestamp values will track wall clock time, even if you don't call the function frequently. …

Free To Play Games

With the Steam Microtransaction APIs, your Steam game can support all kinds of in-game purchases, including items, virtual currency, or any other content you’d like to offer. The upside of this approach is you retain control and flexibility over the process. You can change offerings at any time, change prices, change descriptions, etc, however you like. …

UTM Analytics

Steam's methods for recording tracked visits errs on the side of retaining user privacy, and thus you may notice some limits to how many UTM actions show up as tracked. Here are a few details that you may find helpful in explaining these limitations: [list] [*]If a user clicks a UTM link in their browser and then signs in to their Steam account within the same browser, Steam can attribute the subsequent conversion to the original source. [*]However, if a player switches browsers or launches the Steam client and searches for the game, we have no way to associate their actions in one browser with conversions in another. …

ICloudService Interface

Deleting files is permanent; no prior versions of the file are retained. There's no body data in the response from this API. …

Getting Started for Developers

For example if you can drive both a car and boat in your game you may want to include one "vehicle" action set with an action set layer of "boat" or "car" on top of it. Action set layers retain any settings of the parent action set and can make understanding and editing configurations more manageable for both your development team and your users. …

ISteamRemotePlay Interface

[/td][/tr] [tr=k_ERemotePlayKeyModifierLeftGUI][td][b]k_ERemotePlayKeyModifierLeftGUI[/b][/td][td]0x0400[/td][td]Left GUI is active.[/td][/tr] [tr=k_ERemotePlayKeyModifierRightGUI][td][b]k_ERemotePlayKeyModifierRightGUI[/b][/td][td]0x0800[/td][td]Right GUI is active.…

ISteamNetworkingSockets Interface

The only caveat is related to performance: there is per-message overhead to retain the message sizes, and so if your code sends many small chunks of data, performance will suffer. Any code based on stream sockets that does not write excessively small chunks will work without any changes. …

steam_api.h

[/td][/tr] [tr=k_EAppOwnershipFlags_LicenseExpired][td][b]k_EAppOwnershipFlags_LicenseExpired[/b][/td][td]0x0400[/td][td]Doesn't own app anymore since license expired.[/td][/tr] [tr=k_EAppOwnershipFlags_LicensePermanent][td][b]k_EAppOwnershipFlags_LicensePermanent[/b][/td][td]0x0800[/td][td]Permanent license, not shared, or guest or freeweekend etc.…

ISteamRemoteStorage Interface

Use [api]ISteamRemoteStorage::FileForget[/api] if you want to remove a file from the Steam Cloud but retain it on the users local disk. When a file has been deleted it can be re-written with [api]ISteamRemoteStorage::FileWrite[/api] to reupload it to the Steam Cloud. …