*[i]referring here to all compatible models, including but not limited to the DUALSHOCK 4 model[/i] [docimg=ds4_controller.png]ds4_controller.png[/docimg] The PlayStation 4 controller has all the same physical features available to XInput controllers, as well as: [list] [*] A central trackpad [*] An internal gyroscope [*] A programmable LED light bar [/list] [subsection=FaceButtons]Face buttons[/subsection] [b]Digital[/b] The PlayStation 4 controller features four standard face buttons labeled with a SQUARE, a CROSS, a TRIANGLE, and a CIRCLE. …
Therefore, you really only need to fill out two fields: title and description. You can easily paste in your bullet list of notes, switch to the 'publish' tab and hit publish. On top of that, there are various optional settings if you want to provide more information or include images of things that have changed, but are not needed in order to post your patch notes. …
This prompt lets you easily submit your patch notes inlines at the point after submitting the build. Often developers will use this to write a bullet point list of the changes made. Patch notes following your build updates is helpful for your customers to realize you are continuing work on and improve your game. …
What are the requirements to share an Application?[/subsection] A. To initiate sharing an Application you must [list] [*]Be the primary payee of any apps you wish to share. This means you must be getting paid for either all platforms or Windows. [*]Have an SDA and NDA signed with the capability to publish new apps on Steam. [*]Be an Admin OR Actual Authority of your Steamworks partner group. [*]The Application must not be banned or retired on Steam. [*]Your Steamworks account must not be banned. [/list] [subsection]Q. What steps are involved in sharing an application?[/subsection] [olist] [*]Navigate to your [url=https://partner.steamgames.com/appsharing]Application Management Sharing page[/url] on Steamworks. [*]Create a "Share Invite Link" by selecting the Applications you would like to share. …
[docimg=steam_controller_1.png]Steam Controller[/docimg] The Steam Controller is distinguished from standard XInput devices in several ways: [list] [*] Two haptic trackpads [*] Two digital "grip" paddles on the back [*] An internal gyroscope [*] One analog joystick instead of two [*] Haptic pulses instead of traditional "rumble" [/list] What follows is a detailed breakdown of its physical inputs. …
Just because you have added a new depot to your application or to your build doesn't mean you can test it. You need to ensure that the new depotID is listed in your Dev Comp Package or the package you are using to test your game. You can see the contents of your Dev Comp packages by selecting the application from your Steamworks home page, selecting the "All Associated Packages, DLC, Demos And Tools" link and then selecting the package you wish to view the contents of. …
[/olist] [subsection]Steam Playtest[/subsection] [doclink=features/playtest][/doclink] is a free, low-risk solution to gathering playtest data without the stress of managing email lists and Steam keys or worrying about user reviews, or wishlists. By using a specific associated appID that is linked with, but separate from your main game, you can do the playtesting you need without interfering with your main game. …
[/linkblock] [/linkblocks] Looking for a quick-start guide, or need a shorter list of pages to start with? [doclink=quickstart]Try this. [/doclink]…
rlkey=b3ad0izykq367g4luasrinw9z&dl=0]Download templates[/url] for sizing and text placements on library images. [/td][/tr] [tr][td][b]Contents[/b][/td] [td][list] [*]Library Capsule [*]Library Header [*]Hero Graphic [*]Logo [/list][/td][/tr] [/table] [section]Visibility[/section] Note that once uploaded, Library Assets are only visible for applications that have a published store page on Steam. …
[/list] [subsection]Authoring an In-Game Actions File by hand [/subsection] Start by downloading the starting one of the in-game actions (IGA) files linked in the examples above. …
The [code-inline]"input_mode"[/code-inline] property has two possible values for [code-inline]StickPadGyro[/code-inline] actions: [list] [*][code-inline]"joystick_move"[/code-inline] [*][code-inline]"absolute_mouse"[/code-inline] [/list] You should use [code-inline]"joystick_move"[/code-inline] for an action whose values are interpreted as a joystick (constant deflection from a central point), and you should use [code-inline]"absolute_mouse"[/code-inline] for a more flexible general purpose analog action. …
Here are the list of URLs that will transform into widget when your fans read your events or announcement. Simply write the URL in a plain fashion, and they will automatically convert when the event is shown in the store, community or library. …
[code] https://steamcommunity.com/games/<appid or vanity>/announcements/detail/<gid> https://steamcommunity.com/ogg/<appid>/announcements/detail/<gid> https://steamcommunity.com/gid/<official game group's 64-bit steamid>/announcements/detail/<gid> [/code] You can find the URL by hitting the 'Share' button on that previous event. It is perfectly fine to cross list to an event of another game too. Here is an example of the first [url=https://steamcommunity.com/games/portal2/announcements/detail/92679896001484067]Portal 2 update event[/url]. …
[docimg=doc_event_library_whatsNew.jpg]doc_event_library_whatsNew.jpg[/docimg] [*][b]Your game's library page[/b] - Major Updates will show up in the list of all events on your game's library page. Additionally, you can choose to 'feature' the event (see below for details) to have it appear more prominently. …
This prompt lets you easily submit your patch notes inlines at the point after submitting the build. Often developers will use this to write a bullet point list of the changes made. Patch notes following your build updates is helpful for your customers to realize you are continuing work on and improve your game. …
SteamVR will always use a Frame Controller binding by default but in the case one is not available it will first look for a [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_KHR_generic_controller]OpenXR Generic Controller[/url] binding, then an [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#semantic-paths-oculus-touch-controller-profile]Oculus Touch[/url] binding, and remap those to the Frame Controller layout. [list] [*]The menu button on Oculus Touch will map to the View button at the top of the Steam Frame Controller. [*]The top button of the Oculus Touch controllers (B / Y) will map to all three top buttons of the Steam Frame Controllers (Dpad Left, Dpad Up, Dpad Right / X, Y, B). [/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]. …
Attached accessories will be visible in the Inventory view on the community, and will create "Unique" (non-commodity) item listings when they are offered on the Steam Community Market. It's up to you to decide what accessory types to support, and what cosmetic or gameplay effects different accessory types might have. …
The description block will include a small version of the icon for each attached accessory, and list the localized names of each accessory. As usual, item names are localized by providing values in the [doclink=features/inventory/schema]ItemDef Schema[/doclink]. …
This includes the Steam controller and all third party devices supported by the system. This is [i]not[/i] a detailed listing of methods used for interacting with the software from within your game. For that please see the [doclink=api/ISteamInput]Steam Input API[/doclink]. …
[section]Example: Repeat "Down" on Hold[/section] Have you ever played, say, a menu-driven RPG and gotten frustrated that you had to repeatedly push "down" to scroll through a list of hundreds of items, one at a time? Activators let you define simple macros like, "If I hold DOWN for 1 second, repeat DOWN every 0.1 seconds thereafter until release." Ta-da! Now you can scroll through that list in a jiffy just by holding down the button, even though the developers never implemented it! So here we are in the configuration menu for said hypothetical RPG -- the Dpad is already properly bound, but we want to add an activator to the "Dpad Down" input: [docimg=activator_ddown.png]activator_ddown.png[/docimg] Selecting that, we see this menu, and select "Show Activators.…
[section]Step 1 - Defining your game's Stats[/section] Stats are application specific and are setup on the [url=https://partner.steamgames.com/apps/stats/]Stats Configuration[/url] page in the Steamworks App Admin backend. The following is the list of stats from the Steamworks sample app Spacewar: [docimg=stats_spacewar.png]stats_spacewar.png[/docimg] [section]Step 2 - Encapsulating Stats work[/section] The following code is game independent and can be added to your game as you see fit. …
UserStatsReceived_t callback; callback.m_eResult = k_EResultOK; callback.m_nGameID = m_iAppID; OnUserStatsReceived( &callback ); } else { char buffer[128]; _snprintf( buffer, 128, "StoreStats - failed, %d\n", pCallback->m_eResult ); OutputDebugString( buffer ); } } } [/code] [section]Step 3 - Integrating into your game[/section] The following is a complete listing of code snippets that you would need to integrate into your game in the appropriate locations. [subsection]Defines and Globals[/subsection] The following is the list of includes that are needed to build with Stats, an array for our game specific stats and a global pointer to our helper object. …
[b]Usage:[/b] It will appear on your store page in recent announcements, in lists of events and announcements, and on your game's library detail page. It's used to link to your event/announcement and may be displayed alongside content from multiple games, so the image should be clear and recognizable. …
Returns [apitype]steam_api::k_uAPICallInvalid[/apitype] under the following conditions: [list] [*] You tried to read from invalid path or filename. Because Steam Cloud is cross platform the files need to have valid names on all supported OSes and file systems. …
[b]Returns:[/b] [apitype]ISteamRemoteStorage::UGCFileWriteStreamHandle_t[/apitype] Returns [apitype]ISteamRemoteStorage::k_UGCFileStreamHandleInvalid[/apitype] under the following conditions: [list] [*] You tried to write to an invalid path or filename. Because Steam Cloud is cross platform the files need to have valid names on all supported OSes and file systems. …
[section]Releasing[/section] Your dedicated server has a release checklist similar to other types of products in Steamworks. You'll need to complete the required items listed on the right-hand side of your app landing page for the tool. When you're ready to release, you can use the controls to do so yourself. …
You can use [api]ISteamUser::GetSteamID[/api] in your game to get the current users SteamID or AccountID to save to and read from. [list] [*] [code-inline]{64BitSteamID}[/code-inline] - Use this variable in the Steam path to insert the user's 64bit Steam ID. A 64 bit Steam ID looks like: 76561198027391269 [*] [code-inline]{Steam3AccountID}[/code-inline] - Use this variable in the Steam path to insert the user's Steam3 Account ID. An Account ID looks like: 67125541 [/list] Example: [code-inline]SavesDir/{64BitSteamID}[/code-inline] [*] [h4]Pattern[/h4] File mask pattern to match. You can use [code-inline]*[/code-inline] as a wildcard. …
[/td][/tr] [/table] Sets a warning message hook to receive SteamAPI warnings and info messages in a callback function. The function prototype must match the definition in SteamAPIWarningMessageHook_t. This includes the extern "C" linkage and __cdecl calling convention. …