[section]Remote Play on TV[/section] If you have checked this feature, that means you have full controller support for your game, and have verified that the UI elements and font sizes work well for viewing at a distance on a TV. …
The size of the OPF string varies, but at this time 48,000 bytes should be sufficient to contain the full string. If it is not, [code-inline]pnBufferSize[/code-inline] will be set to the size required. In that case, make a second call with the correct buffer size. …
[/section] See [webapi]IGameNotificationsService[/webapi] for the full list. [list] [*] [webapi]IGameNotificationsService/RequestNotifications[/webapi] [*] [webapi]IGameNotificationsService/CreateSession[/webapi] [*] [webapi]IGameNotificationsService/DeleteSession[/webapi] [*] [webapi]IGameNotificationsService/UpdateSession[/webapi] [*] [webapi]IGameNotificationsService/EnumerateSessionsForApp[/webapi] [*] [webapi]IGameNotificationsService/GetSessionDetailsForApp[/webapi] [/list] [section=LaunchingGameSessions]Launching specific game sessions[/section] Users will be able to view all their active game sessions on their community profile page in Steam. …
Check out the [doclink=features/playtest][/doclink] documentation for the full set-up instructions, configuration scenarios, best practices and FAQs. [subsection]Release Override Keys[/subsection] While Steam Playtest is the preferred method of enabling closed betas on Steam, release override keys are available if you want to manage your playtest off your main game's App ID and have things like NDAs in place. …
[/td][/tr] [tr][td][b]cubCallback[/b][/td][td]int[/td][td]The size of pCallback that you are passing in.[/td][/tr] [tr][td][b]iCallbackExpected[/b][/td][td]int[/td][td]The k_iCallback number associated with the callback.[/td][/tr] [tr][td][b]pbFailed[/b][/td][td]bool *[/td][td]Returns if the API call has encountered a failure.…
delete[] pAvatarRGBA; return hTexture; }[/code] [subsection=GetImageSize]GetImageSize[/subsection] [code=cpp]bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iImage[/b][/td][td]int[/td][td]The image handle to get the size for.…
. [*] Amount - The amount (in hundredths) that you wish to charge the user for this item. Some currencies must be priced in full values, see [doclink=store/pricing/currencies][/doclink] for more information. If the Quantity value for this item is greater than one, this value is the total that will get charged (Amount = Quantity x item_cost). [*] Item Description - A text description for the item. …
To launch the browser use the Steamworks API call [api]ISteamFriends::ActivateGameOverlayToWebPage[/api] Full details on using the game overlay can be found [doclink=features/overlay]here[/doclink]. [*] [b]Step 5[/b] When the user returns to your site, issue an [webapi]ISteamMicroTxn/QueryTxn[/webapi] API call to get the results. …
[subsection=GetItemDefinitionProperty]GetItemDefinitionProperty[/subsection] [code=cpp]bool GetItemDefinitionProperty( SteamItemDef_t iDefinition, const char *pchPropertyName, char *pchValueBuffer, uint32 *punValueBufferSizeOut );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iDefinition[/b][/td][td][apitype]ISteamInventory::SteamItemDef_t[/apitype][/td][td]The item definition to get the properties for.…
[subsection=GetItemPrice]GetItemPrice[/subsection] [code=cpp]bool GetItemPrice( SteamItemDef_t iDefinition, uint64 *pPrice );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iDefinition[/b][/td][td][apitype]ISteamInventory::SteamItemDef_t[/apitype][/td][td]The item definition id to retrieve the price for[/td][/tr] [tr][td][b]pPrice[/b][/td][td][apitype]steam_api::uint64[/apitype]*[/td][td]The price pointer to populate. …
[subsection=CheckForPSNGameBootInvite]CheckForPSNGameBootInvite[/subsection] [code=cpp]void CheckForPSNGameBootInvite( unsigned int iGameBootAttributes );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iGameBootAttributes[/b][/td][td]unsigned int[/td][td][/td][/tr] [/table] Deprecated - PS3 only. …
This should almost always be [apitype]ISteamMatchmaking::LobbyChatMsg_t[/apitype]::[code-inline]m_ulSteamIDUser[/code-inline].[/td][/tr] [tr][td][b]iChatID[/b][/td][td]int[/td][td]The index of the chat entry in the lobby. This should almost always be [apitype]ISteamMatchmaking::LobbyChatMsg_t[/apitype]::[code-inline]m_iChatID[/code-inline].…
[/td][/tr] [tr][td][b]bSecure[/b][/td][td]bool[/td][td]Whether or not the client thinks that the game server is reporting itself as secure (i.e. VAC is running.)[/td][/tr] [/table] This starts the state machine for authenticating the game client with the game server. …
[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EDurationControlProgress_Full][td][b]k_EDurationControlProgress_Full[/b][/td][td]0[/td][td]Normal play[/td][/tr] [tr=k_EDurationControlProgress_Half][td][b]k_EDurationControlProgress_Half[/b][/td][td]1[/td][td](This value is deprecated)[/td][/tr] [tr=k_EDurationControlProgress_None][td][b]k_EDurationControlProgress_None[/b][/td][td]2[/td][td]User's playtime has run out. …
[section=functions_poll_groups]Polling many connections efficiently[/section] A [i]poll group[/i] is a set of connections that can be polled efficiently. (In this API, to "poll" a connection means to retrieve all pending messages. We actually don't have an API to "poll" the connection [i]state[/i], like BSD sockets.) [subsection=CreatePollGroup]CreatePollGroup[/subsection] [code=cpp]HSteamNetPollGroup CreatePollGroup()[/code] Create a new poll group. …
It might not be a good idea to launch with a DLC on day 1 as customers may perceive that the full game was ready to release but you chose to take away content from the game to make more money through a paid DLC. [section]Video Tutorial[/section] This Steamworks Tutorial details the process of creating and configuring DLC for your product on Steam. …
The [doclink=sdk]Steamworks SDK[/doclink] comes with a great example application called [doclink=sdk/api/example]Spacewar[/doclink] that shows off the full breadth of Steam features and should be your first stop to see all Steam features in action. This tutorial distills that information found in Spacewar and the leaderboards API found within [api]ISteamUserStats[/api] down to just the necessary information required for Steam Leaderboards to keep things as straightforward as possible. …
Batches are used to communicate intent to the Steam Cloud for your set of modifications, and help reduce the likelihood of file conflicts. A full batch sequence will look like the following: [list] [*] [code-inline]BeginAppUploadBatch[/code-inline] call, listing the intended uploads and deletes [*] 0 or more [b]uploads[/b], using the sequence: [list] [*] [code-inline]BeginHTTPUpload[/code-inline] [*] HTTP [code-inline]PUT[/code-inline] operation to upload the file [*] [code-inline]CommitHTTPUpload[/code-inline] [/list] [*] 0 or more [b]deletes[/b], using [code-inline]Delete[/code-inline] [*] [code-inline]CompleteAppUploadBatch[/code-inline] [/list] Note that you must call [code-inline]CompleteAppUploadBatch[/code-inline] whether or not all uploads and/or deletes complete successfully. …
[/td][/tr] [tr][td][b]platforms_to_sync[/b][/td][td]string[/td][td]✔[/td][td]List of platforms for which this file is valid. Possible values: All, Windows, MacOS, linux, Android, iPhoneOS, Switch. Case-insensitive.[/td][/tr] [tr][td][b]upload_batch_id[/b][/td][td]uint64[/td][td]✔[/td][td]The [code-inline]batch_id[/code-inline] returned by [code-inline]BeginAppUploadBatch[/code-inline] above[/td][/tr] [/table] Call this API to initiate uploading a new file (or new version of an existing file) to Steam Cloud for the user. …
k_ESteamNetConnectionEnd_Remote_Timeout = 4001, // Something was invalid with the cert or crypt handshake // info you gave me, I don't understand or like your key types, // etc. k_ESteamNetConnectionEnd_Remote_BadCrypt = 4002, // You presented me with a cert that was I was able to parse // and *technically* we could use encrypted communication. // But there was a problem that prevents me from checking your identity // or ensuring that somebody int he middle can't observe our communication. // E.g.: - the CA key was missing (and I don't accept unsigned certs) // - The CA key isn't one that I trust, // - The cert doesn't was appropriately restricted by app, user, time, data center, etc. // - The cert wasn't issued to you. // - etc k_ESteamNetConnectionEnd_Remote_BadCert = 4003, // We couldn't rendezvous with the remote host because // they aren't logged into Steam k_ESteamNetConnectionEnd_Remote_NotLoggedIn = 4004, // We couldn't rendezvous with the remote host because // they aren't running the right application. …
k_ESteamNetworkingGetConfigValueResult__Force32Bit = 0x7fffffff }; [/code] [subsection=SteamNetworkingConfigValue_t]SteamNetworkingConfigValue_t[/subsection] In a few places we need to set configuration options on listen sockets and connections, and have them take effect [i]before[/i] the listen socket or connection really starts doing anything. Creating the object and then setting the options "immediately" after creation doesn't work completely, because network packets could be received between the time the object is created and when the options are applied. …
[/td][/tr] [/table] Sets the game description. Setting this to the full name of your game is recommended. [b]NOTE:[/b] This is required for all game servers and can only be set before calling [api]ISteamGameServer::LogOn[/api] or [api]ISteamGameServer::LogOnAnonymous[/api]. …
[subsection=SetHeartbeatInterval]SetHeartbeatInterval[/subsection] [code=cpp]void SetHeartbeatInterval( int iHeartbeatInterval );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iHeartbeatInterval[/b][/td][td]int[/td][td]The interval between sending heartbeats in milliseconds. …
Free to Play games are eligible for all other forms of curated marketing depending on the scale and success of the game, including IMs, featuring on the Free to Play hub, and even a full Steam takeover (for the biggest, most popular Free to Play releases). The Free to Play hub is among the most popular pages on all of Steam, and is by far the most popular content hub on Steam. …
[/list] [subsection]Non-VR Compatibility[/subsection] When playing Non-VR titles locally or via streaming the Frame Controllers take full advantage of [doclink=features/steam_controller][/doclink]. Depending on the game and the configured bindings it will show up as a generic gamepad or keyboard/mouse. …
[section]HTML Supported[/section] This is the list of support HTML that we convert to their equivalent bbcode [list] [*]<a href="[i]url[/i]">[i]text[/i]</a> turns into URLs [*]<img src="[i]url[/i]"> turns into an image [*]<b></b>, <strong></strong> turns into bold [*]<i></i>, <em></em> turns into italics [*]<u></u>, <span></span> turns into underline [*]<p>, <br> turns into new lines [*]<h1> ... …
[list] [*][b]Enable OpenXR[/b] - Enable the OpenXR Plugin [i](Project settings > XR Management)[/i] [*][b]Disable Meta XR[/b] - Disable all Meta XR and Meta Quest OpenXR Features [i](Project Settings > XR Management > OpenXR > OpenXR Feature Groups)[/i] [i]Note: New versions of the OpenXR Package have fixed having the Meta Quest Support feature enabled while deploying to non-meta headsets, but we recommend turning it off if your application doesn't load into VR correctly.[/i] [*][b]Minimum API Level[/b] - Android 10 (API Level 29) or Android 11 (API level 30) [*][b]Target API Level[/b] - Automatic [i](or after your minimum)[/i] [*][b]Scripting Backend[/b] - IL2CPP [*][b]Target Architecture[/b] - ARM64 [*][b]Graphics[/b] - Vulkan [i](recommended)[/i] or OpenGL [*][b]Add Input Profile[/b] - Add Steam Frame Controller to your list of Enabled Interaction Profiles on the Android tab. …
As a reminder, you have access to intra-month information at any time at the same site. [*] [b]Q. I don’t have access to log onto the secure partner site to view financials. Who should I contact?[/b] A. First if you do not have a Steam account yet, you will need to [url=https://store.steampowered.com/login/]create one[/url]. …
I created a package that has more than one Game or Application app in it, how does Steam decide which app accrues additional revenue share?…