Steamworks Documentation
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ISteamNetworkingMessages Interface

A note for those familiar with TCP/IP ports, or converting an existing codebase that opened multiple sockets: You might notice that there is only one channel, and with TCP/IP each endpoint has a port number. You can think of the channel number as the [i]destination[/i] port. If you need each message to also include a [i]source port[/i] (so the recipient can route the reply), then just put that in your message. …

Steam Matchmaking & Lobbies

[section=friends]Friends, invites, and lobbies[/section] You can find out all the lobbies a user's friends are in with the friends API: [code] int cFriends = SteamFriends()->GetFriendCount( k_EFriendFlagImmediate ); for ( int i = 0; i < cFriends; i++ ) { FriendGameInfo_t friendGameInfo; CSteamID steamIDFriend = SteamFriends()->GetFriendByIndex( i, k_EFriendFlagImmediate ); if ( SteamFriends()->GetFriendGamePlayed( steamIDFriend, &friendGameInfo ) && friendGameInfo.m_steamIDLobby.IsValid() ) { // friendGameInfo.m_steamIDLobby is a valid lobby, you can join it or use RequestLobbyData() get its metadata } } [/code] You can invite a friend to a lobby with [api]ISteamMatchmaking::InviteUserToLobby[/api] That user will receive a chat dialog with a link to join the game. …

Application Settings for Virtual Reality

[docimg=thelablaunchoptions.PNG]thelablaunchoptions.PNG[/docimg] [i]Launch Options for "The Lab"[/i] [section]Store Page Settings[/section] You can also manage what Virtual Reality settings are visible on your Steam store page. …

Release Options

You must have a Coming Soon page up on Steam for at least two weeks before you can release your product. [i]NOTE: Once your Coming Soon Page is live and your release date is within 14 days, you will be unable to change your release date without contacting us. Please set your date as close to your actual release date as possible. [/i] It’s fine to change your release date-- plans change, delays happen, and you control the timing of your release on Steam. But we do want customers to see honest and accurate information on the store. …

Managing Applications

There is no single correct way of doing it, so it depends on how your teams are organized, whether you are working with a publisher, and your own preferences. [list] [*][h4]Can I get access to real-time sales reports if my game is published by a different company?[/h4] [b]A.[/b] Yes. Your Steam account will either need to be added to the publisher's Steamworks account, or sales reporting visibility can be granted to your own Steamworks account. …

redir=%2Fen%2Fwizard%2FHelpWithPublishing%3Fissueid%3D903&title=Sign+in]contact Valve[/url] if this is the case. [*][h4]If my game is published by a different company, how do I create a new Steamworks account without creating a new app and paying the app fee?[/h4] [b]A.[/b] You can sign up as a limited Steamworks account by following [url=https://partner.steamgames.com/newpartner/?…

Unreal Engine

Currently unimplemented [*][b]xr.VRS.SteamFrame.ForceDynamicFoveationBucket[/b] - Used at runtime to force the Dynamic Foveation to use settings from a specified bucket for testing purposes. [/list] [i]Note that currently because of the binning size, it can be hard to see the effect of gaze tracked foveation.[/i] [subsection]Runtime Foveation Testing Variables (Legacy only)[/subsection] [list] [*][b]xr.VRS.SteamFrame.EnableTestFoveation[/b] - When set to 1, foveation parameters will lock to the values set below. …

You may need to adjust your settings to compensate![/i] [section]Dynamic Resolution[/section] The Steam Frame Unreal Engine integration also supports Dynamic Resolution, which allows the runtime to request that Unreal runs at a specific resolution in order to balance framerate and visual quality. …

Anti-cheat and Game Bans

For an introduction to anti-cheat and general best practices, we recommend that you watch the [url=http://steamcommunity.com/devdays]Steam Dev Days[/url] talk "Anti-Cheat for Multiplayer Games" ([docfile=AntiCheat.pdf]slides[/docfile]) https://www.youtube.com/watch?v=hI7V60r7Jco [subsection=GameBans]Game Bans[/subsection] [docimg=game_banned.png][/docimg] Game Bans allow you to utilize Valve’s banning infrastructure rather than implement your own ban tracking system. …

ref=6899-IOSK-9514]Banned by Game Developer (Game Ban)[/url]. [b]Q: Can I use bans in other games to block users from playing in my game?[/b] A: No. Game bans should only prevent the user from playing on secure servers in the game they received a ban in. …

Creating and using InstallScripts

Why does my install script keep running my redistributable every time I launch the game?[/b] [b]A.[/b] This typically means that the redist is returning a non-zero return code. Steam checks that the return code is zero. …

[/b] Please double check that your configuration is properly prepared. [b]Q. How do I add macOS redistributables? Why doesn't Run Process work in my macOS install script?[/b] [b]A.[/b] We don't currently have support for installing Mac redistributables. …

ISteamNetworkingUtils Interface

[subsection=CheckPingDataUpToDate]CheckPingDataUpToDate[/subsection] [code=cpp]bool CheckPingDataUpToDate( float flMaxAgeSeconds );[/code] Check if the ping data of sufficient recency is available, and if it's too old, start refreshing it. Please only call this function when you [i]really[/i] do need to force an immediate refresh of the data. (For example, in response to a specific user input to refresh this information.) …

[b]IMPORTANT[/b]: This may be called from a service thread, while we own a mutex, etc. [i]Your callback function must be threadsafe and fast![/i] Do not make any other Steamworks calls from within the handler. [section]Fake IP[/section] The "FakeIP" system is useful for interfacing with code that assumes peers are identified using an IPv4 address. …

Steam Frame Debugging

[section]Developer Mode[/section] To connect to the headset via [b]ssh[/b], [b]adb[/b], or [b]rdp[/b] you first need to enable [b]Developer Mode[/b] as described in the [doclink=steamframe/setup][/doclink]. This will allow you connect and deploy to the headset. [i]Tip: If you are developing on Windows, WinSCP is a nice tool for transferring files to/from the device.[/i] [section=RemotePlay]See the headset view remotely[/section] You can use Steam Link to view the headset's view remotely. Using the iOS or Android app just connect to [b]frame[/b]. On desktop you can open [b]Steam > Settings > Remote Play[/b] and then next to [b]frame[/b] you'll see [b]Connect[/b]. …

ISteamUtils Interface

[/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.…

Setting Up A Stream

[docimg=stream4.png]stream4.png[/docimg] [/olist] [subsection]Setting up OBS [i](Optional)[/i][/subsection] There are several software tools available for streaming your game to Steam. OBS is a popular free and open-source option. …

Note that There may be a delay up to 5 minutes before the stream is picked up on the store page once you start streaming, so you may want to begin the stream a few minutes early to account for this. [/olist] [subsection]Troubleshooting:[/subsection] Q: I don’t see my broadcast on my Steam store page! [list][*]A.You may need to refresh the product page after a few seconds. We only display the live broadcast once a connection is established. …

DLC Visibility

[/list] [subsection]Customization[/subsection] You can customize these pages with a similar set of options that you have for configuring your [doclink=store/creator_homepage]developer or publisher homepages[/doclink]. [list] [*]You can create lists of [i]n[/i] number of DLC if you want to define logical sets of DLC that should be grouped together to help players shop for that kind of content. [*]You can upload custom header image to give your page stronger branding or to draw greater attention to your latest DLC. [*]You can select sets of DLC to feature, including automatically populated sets such as Top Sellers, New Releases, Discounted, and Upcoming. …

Setting up your Steam Frame for development

[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. …

Normally, you'd just click [b]Stream [/b]on games in your [b]Steam Library[/b] in headset.[/i] [docimg=steamframe-stream.png]steamframe-stream.png[/docimg] [callout]You can also stream over your home Wi-Fi, but that tends to be more congested and less reliable than the direct connection the wireless adapter affords.…

Steam Branding Guidelines

Valve further reserves the right to object to unfair uses or misuse of its trademarks or other violations of applicable laws. [i]Valve also reserves the right to approve any communication using the Steam brand before its distribution.[/i] [/list] [section]Legal Attribution[/section] Use the Steam logo with the "®" servicemark. …

Store Page Written Description

[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. What sets it apart from other games? It's often a good idea to mention the game genre. [*] [b]Save the Details for Later[/b] - The short description is generally not the best place to describe your game's full feature list or its narrative story arc. …

Events and Announcements Tools

. [*][b]Community hub[/b] - From the associated community hub, announcements will be featured in the main feed, as well as exclusively from the [i]News[/i] tab. [*][b]Steam Library detail page[/b] - With the new Steam Library, your game's improved Library page will show the recent events and announcements you've posted. …

Pay close attention to what elements of your announcements create interest and quality feedback, so that you can repeat those elements in future posts. [*][b]Treat announcements as an extension of your product[/b] So you've decided to create a product for public consumption. As such, respect and prioritize how you[i] talk about[/i] your game as highly as the nuts-and-bolts programming. Communications deserve the same creative energy as in-game design. …

Steam Inventory Item Accessories

Example - [code=json] "accessory_tag": "sticker", [/code] For this ItemDef, a per-item tag whose category is "sticker" will be treated as an attached accessory. The [i]value [/i]of the per-item tag will be the ItemDefID of the accessory item. Recall that per-item tags persist for the life of an item, including through ownership changes. …

How to load and run games on Steam Deck and Steam Machine

[/list] [docimg=dev-kit_landing.png]dev-kit_landing.png[/docimg] [i]In the screenshot above, [code-inline]callisto530[/code-inline] is a registered devkit. [/i] [section]Uploading a game build to Steam Deck or Steam Machine[/section] Click the [b]Title Upload[/b] tab to configure a game for upload from your dev PC to the Steam Deck/Machine. …

Performance Assessment Overlay (VR titles)

[b]Additional warnings[/b] are displayed if the game is not submitting depth buffers and motion vectors. [i]These criteria do not affect the assignment of a badge for your title. We strongly recommend submitting both motion vector and depth suitable for reprojection. This will not automatically throttle your application, but will enable users to optionally run at higher refresh rates using improved reprojection techniques.[/i] The depth and motion vectors shall be passed with the OpenVR or OpenXR API below. [table] [tr] [td]OpenVR (Depth-assisted reprojection)[/td] [td][url=https://github.com/ValveSoftware/openvr/wiki/IVRCompositor::Submit]IVRCompositor::Submit[/url] with [url=https://github.com/ValveSoftware/openvr/blob/v2.15.6/headers/openvr.h#L191]VRTextureWithPoseAndDepth_t[/url][/td] [/tr] [tr] [td]OpenVR (Depth+Motion-assisted reprojection)[/td] [td][url=https://github.com/ValveSoftware/openvr/wiki/IVRCompositor::Submit]IVRCompositor::Submit[/url] with [url=https://github.com/ValveSoftware/openvr/blob/v2.15.6/headers/openvr.h#L202]VRTextureWithMotion_t[/url][/td] [/tr] [tr] [td]OpenXR (Depth-assisted reprojection)[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XR_KHR_composition_layer_depth.html]XR_KHR_composition_layer_depth[/url][/td] [/tr] [tr] [td]OpenXR (Depth+Motion-assisted reprojection) Vendor-agnostic[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_EXT_frame_synthesis.html]XR_EXT_frame_synthesis[/url][/td] [/tr] [tr] [td]OpenXR (Depth+Motion-assisted reprojection) Oculus[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XR_FB_space_warp.html]XR_FB_space_warp[/url][/td] [/tr] [/table] You can visualize the depth or motion vectors submitted by using the [doclink=steamframe/debugging#GameTextures]Draw Performance Assessment Game Textures in Headset[/doclink] option. …

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