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. …

Empty for non-US countries. [*] [code-inline]country[/code-inline] - ISO 3166-1-alpha-2 country code. [*] [code-inline]currency[/code-inline] - ISO 4217 currency code of prices. [*] [code-inline]status[/code-inline] - Status of the account. …

Web API Overview

Depending on the method, these parameters must be passed in as GET or POST params in the request. All requests should be sent using HTTP 1.1 and use a secure TLS connection when possible. The Content-Type must be [code-inline]application/x-www-form-urlencoded[/code-inline] and the POST parameters must be in the body of the request in standard form urlencoding format. …

[section]Example Query[/section] The following example retrieves the 3 most recent news entries for Team Fortress 2. The request specifies that the response should be returned as JSON and includes: a required appid parameter (Team Fortress 2's AppID is 440), and an optional count parameter to limit the number of results returned. …

Steam Frame Standalone Compatibility Review Process

No configuration work is required for users to access all game functionality.[/td] [/tr] [tr] [td][docimg=playable_50_1.png]Playable badge[/docimg][/td] [td][b]Playable[/b][/td] [td]Your game functions on Frame, but may require manual work from the user. …

[callout]To assist in evaluating performance, we've added a [doclink=steamframe/compat/perf_criteria]Performance Assessment Overlay[/doclink] to SteamVR. [/callout] [/list] [b]Input[/b] [list] [*][b]controller models[/b]: VR games that render controller models must show Frame's controllers. ([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.…

Steam Workshop

This page is intended as an overview of the Steam Workshop and the different models available. For technical details on implementing Steam Workshop with your title, please see the [doclink=features/workshop/implementation][/doclink]. …

[subsection]Integration Work[/subsection] Here are some of the typical components to think about for integration of the Curated Workshop model with your game: [list] [*] [b]Accepting entries from item authors[/b] - You'll need a tool for item authors to upload their entries to your Workshop. …

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. …

This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that keep running even after all players leave (such as Team Fortress 2). You can read more about it in the [doclink=features/multiplayer/game_servers][/doclink] documentation.…

Sony PlayStation 4 Controller

[docimg=ds4_controller_share_options.png]ds4_controller_share_options.png[/docimg] [callout=green,fixed][b]NOTE[/b]: SHARE and OPTIONS correspond to SELECT and START on previous PlayStation Controller models.[/callout] [subsection=L1R1]L1 and R1 (Shoulder buttons)[/subsection] [b]Digital[/b] The shoulder buttons are pretty standard. [docimg=ds4_controller_l1_r1.png]ds4_controller_l1_r1.png[/docimg] [subsection=L2R2]L2 and R2 (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Unlike the Steam controller, the L2 and R2 analog triggers on the PlayStation 4 controller do [i]not[/i] have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull". …

Distributing Source Engine Games / Mods

A [b]mod[/b], short for [b]modification[/b], is an alteration or creation of files within a game that alters aspects such as gameplay, graphics, environments, models, and more. Many of Valve's first-party games come with a software development kit (SDK) to support the creation of mods. The legal guidelines for modding our games are outlined in the [url=https://store.steampowered.com/subscriber_agreement/]Steam Subscriber Agreement[/url] and within the modding tools we provide. …

[/b] The best way to contact us with questions about shipping your mod is by filing a support ticket on https://help.steampowered.com. [/list] [section=TF2FAQ]Team Fortress 2 Mods FAQ[/section] [list] [*] [h4]Q. Where do I get the TF2 SDK?[/h4] [b]A.[/b] The TF2 SDK is part of the Source SDK 2013, which is available on [url=https://github.com/ValveSoftware/source-sdk-2013]Github[/url] or via [url=steam://rungameid/243750]Steam[/url] . [*] [h4]Q. …

Embeddable Widgets

[docimg=2019-09-18_16-41-17.png]2019-09-18_16-41-17.png[/docimg] [subsection=sketchfab]Sketchfab[/subsection] It is possible to share awesome 3D models that the development team or that your community have created in a way that is easily explorable by your fan. We use a service called Sketchfab to host the models and to render them into the browser for people to explore. You can simply put the URL to the model directly into the event body. [code] https://sketchfab.com/models/<model id> https://sketchfab.com/models/7b08add6fb40478a9bc465a8ef0d8ffb [/code] That would automatically generate a summary block about the 3D model in the event description. …

Input Sources

Variations: [list] [*] Left Trackpad [*] Right Trackpad [*] Center Trackpad [/list] Sub-inputs: [list] [*] The touch surface itself (analog) [*] Clicking the surface (digital) [/list] [section]Joystick[/section] [docimg=input_joystick_1.png]input_joystick_1.png[/docimg] Joysticks are available on virtually all modern controllers. The PlayStation 4 and Xbox controllers all feature twin sticks, but the Steam Controller only has one, which is considered the "Left Joystick" in this case. …

Sub-inputs: [list] [*] South [*] East [*] West [*] North [/list] [section]Trigger[/section] [docimg=input_trigger.png]input_trigger.png[/docimg] An analog trigger is a single-axis input typically located on the back of the controller, and sensitive to various degrees of pulling. All four major controller models feature exactly two analog triggers. Variations: [list] [*] Left Trigger [*] Right Trigger [/list] Sub-inputs: [list] [*] Analog pull [*] Digital click* [/list] [i]*Of the four major supported controller models, only the Steam Controller supports a discrete digital "click" at the end of a full pull. …

Setup instructions for the VR arcade model

You can browse through our license catalog on the [url=https://store.steampowered.com/pccafe/]Steam PC Cafe content page[/url]. With the VR arcade model you will need to purchase game licenses with the station's individual Steam account directly - once purchased, they cannot be transferred or used by another station. …

Game Servers

This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that stay around after players leave (such as Team Fortress 2). [section]Steam Server Browser[/section] A large part of the game server experience on Steam comes from the unified server browser. …

Steam Personal Calendar

. [*][b]On its own dedicated calendar page[/b], where it shows [b]eight weeks[/b] of releases. [/list] [docimg=frontpagecalendar1.png]frontpagecalendar1.png[/docimg] [i]The Personal Calendar on the Steam Store front page.[/i] [docimg=standalonecalendar1.png]standalonecalendar1.png[/docimg] [i]The dedicated Personal Calendar page.…

[/b] The model then surfaces games that those similar players have wishlisted but the given player has not. [*][b]Place games by release date.[/b] Finally, those games are placed on the calendar according to their visible release date. …

Pricing

[section]Pricing Types[/section] Steam supports multiple business models that games use to price content, whether it be the single purchase of a full game, DLC, in-game microtransactions or recurring subscriptions. …

If you're planning on raising your price at or around the time of releasing out of Early Access and want to run a discount to celebrate your V1.0 release, you may want to consider these scenarios: [list] [*]You could leave your price as is, run a launch discount as you release into V1.0 out of Early Access and then raise your price 30 days [i]after[/i] that. [*]You could raise your price as you transition out of Early Access and not run a discount. [*]You could raise your price more than 30 days before you release out of Early Access, and then run a launch discount to go with your V1.0 release. …

ISteamNetworking Interface

[/td][/tr] [tr=k_EP2PSendUnreliableNoDelay][td][b]k_EP2PSendUnreliableNoDelay[/b][/td][td]1[/td][td]As above, but if the underlying P2P connection isn't yet established the packet will just be thrown away. Using this on the first packet sent to a remote host almost guarantees the packet will be dropped. …

[/td][/tr] [tr=k_EP2PSessionErrorNotRunningApp][td][b]k_EP2PSessionErrorNotRunningApp[/b][/td][td]1[/td][td]The target user is not running the same game.[/td][/tr] [tr=k_EP2PSessionErrorNoRightsToApp][td][b]k_EP2PSessionErrorNoRightsToApp[/b][/td][td]2[/td][td]The local user doesn't own the app that is running.…

Steam Audio

These files should be in the AES standard [url=https://www.sofaconventions.org/]SOFA format[/url]. [*] [b]Model occlusion of sound sources.[/b] Steam Audio can quickly model raycast occlusion of direct sound by solid objects. Steam Audio also models partial occlusion for non-point sources, and transmission of occluded sound through the occluding geometry. [*] [b]Model reflections and related environmental audio effects.[/b] Steam Audio can model how sound is reflected by solid objects. This can be used to model many kinds of environmental audio effects, including slap echoes, flutter echoes, occlusion of sound by buildings, and more. [*] [b]Model propagation of sound along multiple paths.…

Steam Input Devices

[list] [*] [doclink=features/steam_controller/device/steam_controller]Steam Controller[/doclink] [*] [doclink=features/steam_controller/device/ps4_controller]Playstation 4 Controller[/doclink] [*] [doclink=features/steam_controller/device/x360_controller]Xbox 360 Controller[/doclink] [*] [doclink=features/steam_controller/device/xb1_controller]Xbox One Controller[/doclink] [*] [doclink=features/steam_controller/device/nsp_controller]Nintendo Switch Pro Controller[/doclink] [*] Steam Link App Mobile Touch Controller [*] Playstation 3 Controller [*] Any DirectInput gamepad [/list] [docimg=controllers.jpg]controllers.jpg[/docimg] Note that the terms "Playstation 4 controller", "Xbox 360 controller", and "Xbox One controller" also refer to any variant devices (such as fighting game joysticks) that use the same input protocol as the base model.…

Developing for SteamOS and Linux

This is the approach used by older Valve Source games such as Team Fortress 2 and Counter-Strike: Source. If you choose OpenGL then we recommend using the core functionality in OpenGL 3.0 for your game. …

The following libraries provide support for other aspects of game development: [list] [*] [url=http://www.freetype.org/index.html]FreeType[/url] - font rendering (both vector-based and bitmap fonts) on Linux [*] [url=http://www.freedesktop.org/wiki/Software/fontconfig]Fontconfig[/url] - configuring and customizing font access [*] [url=http://www.radgametools.com/miles.htm]Miles Sound System[/url] - a middleware sound engine for Linux development [*] [url=http://www.radgametools.com/bnkmain.htm]Bink Video[/url] - a video codec designed for game developers [*] [url=http://www.webmproject.org/]WebM[/url] - an open media file format; used for recording Team Fortress 2 video instead of QuickTime. [/list] [section]Linux Runtime[/section] Titles with native Linux support may select a specific version of the Steam for Linux runtime to execute under. …

Setup instructions for the PC Café model (incl. PC Café Server and Content Cache)

If you are also using the PC Café Server as a content server cache we recommend that it has enough storage to support 1TB of content data. [*][i]Do the client machines have to be on the same network as the Steam PC Café Server?[/i] Yes, the feature will only be properly functioning if server and stations are on the same subnet. …

Adding the following command line will deactivate the auto log off within your network, when the server is active: [b]@bSiteLicenseAllowCachedClientCredentials 1[/b] [/list]…

Getting Started

[/list] [h4][url=https://partner.steamgames.com/doc/sitelicense/licensees/gettingstarted/licensemodelpc]Setup instructions for the PC Café model can be found here.[/url][/h4] [/list][/callout] [callout] [list] [*][u][b]VR Arcades Only - Dedicated Steam Account per VR station[/b][/u] This model allows VR arcades to create a dedicated Steam account for each station. …

Since commercial game licenses are purchased with the individual station account, you will also not have access to the Café server features and content cache. [i]VR Arcades may also refer to the recommended setup model.[/i] [h4][url=https://partner.steamgames.com/doc/sitelicense/licensees/gettingstarted/licensemodelvr]Setup instructions for the VR arcade model can be found here.…

Steam Workshop Implementation Guide

Paging through more results can be achieved by creating a query that increments the [code-inline]unPage[/code-inline] parameter (which should start at 1). [section=PlaytimeTracking]Playtime Tracking[/section] To track the playtime of Workshop items simply call [api]ISteamUGC::StartPlaytimeTracking[/api] with the ids of the items you want to track. …

[code=cpp] "workshopitem" { "appid" "480" "publishedfileid" "5674" "contentfolder" "D:\\Content\\workshopitem" "previewfile" "D:\\Content\\preview.jpg" "visibility" "0" "title" "Team Fortress Green Hat" "description" "A green hat for Team Fortress" "changenote" "Version 1.2" } [/code] Notes: [list] [*] The keys map to the various ISteamUGC::SetItem[...] methods. …

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