[docimg=steamworks_steam_input_custom_config.png]steamworks_steam_input_custom_config.png[/docimg] And from the selection below, select "Add Custom Configuration." [docimg=steamworks_steam_controller_custom2.png]steamworks_steam_controller_custom2.png[/docimg] [*] Paste the file ID of your public configuration into the box, and click the OK button. …
To do this, simply create multiple configurations and publish them each via step 2. Then, in step 3, paste all the file IDs for your configurations into the box, separated by the comma character (,) characters. The first one on the list will be considered the highest priority, and will be picked by default for new players. …
The URL format for this page is as follows: https://store.steampowered.com/verified/<appid> More pretty examples: [docimg=Example_2.png]Example_2.png[/docimg] [subsection]Requirements[/subsection] To enable this page, the game must have received Verified status and must have [b]at least one[/b] trailer published to the store page that is marked as safe for all ages.…
After you have plugged it in, press the power button to turn it on, then follow the in headset instructions to get through the initial update. After the headset reboots, log into Steam. [docimg={62DA2CEA-FD49-491C-8E01-B983CBEC377F}.png]{62DA2CEA-FD49-491C-8E01-B983CBEC377F}.png[/docimg] [section]Developer Mode[/section] When you get your frame the first thing you will want to do is turn on [b]Developer Mode[/b]. …
Once connected, click this same button to disconnect from wireless streaming. [docimg=steamframe-streamtopc2.png]steamframe-streamtopc2.png[/docimg] [i]Note: SteamVR will automatically reconnect to the last wireless headset it was launched with, so you can just launch SteamVR from the PC rather than needing to initiate from in-headset each time. …
Specifically: [list] [*]Show your full face, and you holding the same Identification document that you have previously provided [*]Please remove hats, glasses, and other facial obstructions if those items are not visible in your identification document [*]The ID itself must be clear and legible and all four corners and edges must be visible [*]Please send the images as a JPEG / Image file [/list] Examples: [docimg=Id_docs_example_composite2.png]Id_docs_example_composite2.png[/docimg]…
IPv6 is always used; IPv4 is represented using "IPv4-mapped" addresses: IPv4 aa.bb.cc.dd => IPv6 ::ffff:aabb:ccdd. (See [url=https://tools.ietf.org/html/rfc4291#section-2.5.5.2]RFC 4291[/url] section 2.5.5.2.) [code] struct SteamNetworkingIPAddr { void Clear(); // Set everything to zero. E.g. [::]:0 bool IsIPv6AllZeros() const; // Return true if the IP is ::0. …
See k_ESteamNetworkingSendType_ReliableNoNagle, [api]ISteamNetworkingSockets::FlushMessagesOnConnection[/api], [api]ISteamNetworkingMessages::FlushMessagesToUser[/api] Migration note: This is NOT the same as k_EP2PSendReliable, it's more like k_EP2PSendReliableWithBuffering [code]const int k_nSteamNetworkingSend_ReliableNoNagle = k_nSteamNetworkingSend_Reliable|k_nSteamNetworkingSend_NoNagle;[/code] Send a message reliably, but bypass Nagle's algorithm. …
We have found that for our own games it works best to release major updates every 1-2 months at most. This let us put together a big enough update to be exciting and compelling, and allowed for time to tease or pre-announce those updates before they ship to build anticipation. …
[/olist] [b]Examples[/b] As an example of the kinds of update announcement pages that we at Valve have put together for some of our own games, you can see the latest updates for Counter-Strike 2 listed down the right-side of the [url=https://www.counter-strike.net/home]CS2 website[/url], or some updates for Dota 2 [url=http://www.dota2.com/700]here[/url] and [url=http://www.dota2.com/darkrift]here[/url]. …
Your Store Page descriptions can be found in each app of Steamworks under Store Presence > Edit Store Page > Description [section]Your Product's Short Description[/section] Your product's short description is meant to be a brief synopsis, used in locations on Steam where real estate is limited, most notably at the very top of your game's store page. [docimg=short_description_example2.jpg]short_description_example2.jpg[/docimg] [subsection]Short Description Best Practices[/subsection] [list] [*][b]Focus on Your Product's Unique Value Proposition[/b] - There are a million things to say about any game, but the short description will need to quickly convey why a customer would want to learn more about [i]this[/i] game in particular. …
This includes via embedded images, QR codes and even implied URLs via text such as "DOTA2 DOT COM". Instead, you should use the specific link fields provided if you want to link tocommon social media platforms or your own website. …
[/callout] If you are using Git on the command line, you can cherry pick it using the following command: [code]git remote add valve git@github.com:Valve-VR/UnrealEngine.git git fetch valve 751cf4a5135bb0ac0167260e7012b974085534b2 git cherry-pick 751cf4a5135bb0ac0167260e7012b974085534b2[/code] Or by using your Git GUI client of choice. [callout]For 5.7 use https://github.com/Valve-VR/UnrealEngine/commit/d678d468040336c0d2ecbba5c877ed8145497713[/callout] If you have not set up Unreal to build before, please see Epic's [url=https://dev.epicgames.com/documentation/en-us/unreal-engine/building-unreal-engine-from-source]Getting Started guide[/url] for more information. …
Binned3 allocates a large chunk of memory at the beginning of the app load, which is unfortunately too large, and causes an out of memory (OOM) crash. To fix this, restore the Binned2 allocator in your project’s Target.cs file with the following line: [code]StaticAllocator = StaticAllocatorType.Binned2;[/code] [subsection]Can’t Install APK on Lepton because of SDK Error[/subsection] If you see an error like the following when installing the APK on Lepton, it indicates that the Project is built with a version of the Android SDK / NDK that is too new for the version of Android on the device. …
Once you enable Smart Section, you will see a few options for which smart section criteria to use for this section. [subsection]2. Using filters (requires a linked app list)[/subsection] If you have more than about 50 games, and if you want to organize them by genre or tag, you may want to use the linked app list. …
There are a few different options to make the layout interesting. 2/3/4/3 [subsection]Special options for single item-per-row[/subsection] If you choose to display a single (1) item per row, then you'll find a new set of options appears for how to display that single item. …
Example: to take a specific event like TI6, Valve would create a cover image focusing on "The International" rather than a generic use of "Dota 2". Example cover images: [docimg=capsule_examples.jpg]capsule_examples.jpg[/docimg] When viewed inside the Steam Library: [docimg=event_example_home_862.jpg]event_example_home_862.jpg[/docimg] [section]Event/Announcement Detail Page[/section] [b]The guts of your event/announcement.…
So, in addition to text and static images, feel free to include Steam Store widgets or YouTube videos. [docimg=event_example_detail_lg2.jpg]event_example_detail_lg2.jpg[/docimg] [section]Steam Library - Game Details Page[/section] Your game details page in the Steam Library includes three image types to convey information about the state of your game. …
[introblock=LIvestream_2.gif] [h5]In Brief[/h5]Set up a livestream to appear on your game's store page, developer homepage or special sale landing page. [h5]Level of integration[/h5]Basic streaming of your gameplay through Steam is built in. …
Steam, Twitch, YouTube, Facebook, Mixer etc.). Here's an illustration on how it works. [docimg=Schematic2.JPG]Schematic2.JPG[/docimg] [subsection]What you need to get started[/subsection] A publisher or developer can get started with broadcasting to Steam with the following. …
[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. "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. [docimg=action_set_layers_result_2.png]action_set_layers_result_2.png[/docimg] Note how layers can not only add new actions on top of underyling layers, they can also override previous bindings -- in this case, the vehicle-specific "brake" and "gas" actions override the basic layer's "jump" and "interaction" actions, and "steer" overrides the "move" action bound to the trackpad and joystick on the base layer, and in turn is overriden by the "aim" action from the scoped-in action set layer. …
If you believe your key is compromised, you can invalidate it and generate a new one on this page. [/callout] [docimg=stream2.png]stream2.png[/docimg] [*]Enter Your Game's AppID You can see your game’s App ID by visiting your game’s App landing page in Steamworks or going to your game’s Steam store page--your appID is in the URL. …
[docimg=stream6.png]stream6.png[/docimg] [*]In the “Server” field, use the RTMP URL generated under the “Upload Server” field at http://steamcommunity.com/broadcast/upload/ [*]In the “Stream Key” field, enter the token provided at http://steamcommunity.com/broadcast/upload/ [*]In OBS, navigate to File-->Settings-->Output [docimg=stream7.png]stream7.png[/docimg] [*]Under Output Mode, select “Advanced” in the drop-down menu. [*]On the Streaming tab, enter Keyframe Interval to 2. [u]Note: This step is important. Without this setting your stream will fail to start.[/u]. If you're stream is interrupted frequently then check your [url=https://steamcommunity.com/broadcast/history]broadcast history[/url] to see if you are hitting an error like the following: "Make sure your upload key-frame interval is set to 2 seconds and use constant bitrate (CBR). …
See [apitype]steamnetworkingtypes::SteamNetworkingConfigValue_t[/apitype] for more about why this is preferable to setting the options "immediately" after creation. [subsection=CreateListenSocketP2P]CreateListenSocketP2P[/subsection] [code=cpp]HSteamListenSocket CreateListenSocketP2P( int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions );[/code] Like [api]ISteamNetworkingSockets::CreateListenSocketIP[/api], but clients will connect using [api]ISteamNetworkingSockets::ConnectP2P[/api]. …
Make sure and check SteamNetworkingFakeIPResult_t::m_eResult [subsection=CreateListenSocketP2PFakeIP]CreateListenSocketP2PFakeIP[/subsection] [code=cpp]HSteamListenSocket CreateListenSocketP2PFakeIP( int idxFakePort, int nOptions, const SteamNetworkingConfigValue_t *pOptions );[/code] Create a listen socket that will listen for P2P connections sent to our FakeIP. …
Note that the expected item definition id should match the target item's item definition id. [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.…
Trading Cards). [subsection=cards]Cards[/subsection] [docimg=card2.png]Steam Trading Cards[/docimg] The amount of trading cards must be between 5 and 15 cards, based on the theme of the game. Sets are usually 6-10 cards, less for shorter games. …
Once set as ready for review, your cards will automatically appear in our queue to review by Valve. This process typically takes 2-3 days and any necessary feedback will be provided to you via the tool. [subsection]Trading cards for free apps[/subsection] Free apps may only have trading cards if the app has in-app purchases. …
[section=GetAppList]GetAppList[/section] [code=http]GET https://api.steampowered.com/ISteamApps/GetAppList/v2/[/code] Deprecated - this API can no longer scale to the number of items available on Steam. Please use [doclink=webapi/IStoreService#GetAppList]IStoreService/GetAppList[/doclink] instead. …
When type_filter is blank or not used, all apps are returned. Version 2 will output the app name. [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! …
Remember: Seasonal Sales are exempt from Discount Cooldowns created by other discounts, so the Nov 15-22 launch discount would not prevent the game from joining the Dec 17 Winter Sale, even though they are within 30 days of each other. [subsection]Example 2: Joining Multiple Featuring Events with One Discount[/subsection] Later next Spring, things are going well and Bass Ain't Bitin' 2 is invited to three featuring events in the month of June! …
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. At the same time, it also announces that it intends to increase prices at the end of this sale. …
Subsequent calls should use the result_highwatermark from the prior call, and will only show the dates with new data since the prior call. [u][b]Step 2:[/b][/u] For each date returned by GetChangedDatesForPartner, make a call to GetDetailedSales. Each new date should start with a highwatermark_id value of 0. …
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. …
The Actual Authority user of your Steamworks account must sign the new Steam Cloud Gaming Addendum by logging into Steamworks and clicking the following link to sign the Addendum: https://partner.steamgames.com/newpartner/signlatestsda/?agreement_type=13 [*]2. In Steamworks, you need to approve the games you would like to show up in GeForce NOW. Please take the following steps. [*]3. Search for the app you would like to approve for Cloud Play. …
ncid=pa-srch-goog-17521&gclid=Cj0KCQjwlN32BRCCARIsADZ-J4t5Mghorda2SVQEvLcf646QsSvUmynfi6yP8qJ_UGCnB2-KexbOhpcaAiMIEALw_wcB#product-matrix]HERE[/url] for NVIDIA GeForce NOW. [b]Will there be other cloud gaming services added to Steam Cloud Play?…