Steamworks Documentation
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ISteamUserStats Interface

[/td][/tr] [/table] Gets the icon for an achievement. [b]Returns:[/b] int Triggers a [apitype]ISteamUserStats::UserAchievementIconFetched_t[/apitype] callback. …

An invalid handle of [b]0[/b] will be returned under the following conditions: [list] [*] The specified achievement does not exist in App Admin on the Steamworks website, or the changes are not published. [*] Steam is still fetching the image data from the server. This will trigger a [apitype]ISteamUserStats::UserAchievementIconFetched_t[/apitype] callback which will notify you when the image data is ready and provide you with a new handle. If the [code-inline]m_nIconHandle[/code-inline] in the callback is still [b]0[/b], then there is no image set for the specified achievement. …

Suggesting default user settings for your game

SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. A user can further refine these settings in [b]VR Settings -> Video -> Per-Application Video Settings[/b]. A user can also use [b]Reset to Default[/b] to restore the default settings suggested for this game. …

Steam Frame Debugging

These events occur when the application frame times are too high, or the application is being throttled (for example via SteamVR Settings for the application or when using SteamVR Motion Smoothing). [*][b]peakGpu(MHz)[/b]: The peak GPU clock, in Megahertz. [*][b]peakPower(W)[/b]: The peak total system power, in Watts. [*][b]refresh(Hz)[/b]: The headset's refresh rate (as set by the user in the SteamVR Settings for the application). [*][b]throttle[/b]: The frame limit, either set by the user through SteamVR Settings for the application, or by SteamVR when Motion Smoothing is active. [*][b]width[/b] and [b]height[/b]: The minimum resolution of any frame submitted by the application during the period since the last sample. …

[/callout] [olist] [*]Open the VR dashboard, navigate to the Steam overlay, then to VR Settings. [*]Enable Advanced Settings if it's not already enabled. [*]Go to the Developer settings tab and scroll down to [b]Record Tracking Data[/b]. [*]Select if you want to include camera/screen/audio data with the dataset. [*]Then click [b]START[/b] next to [b]Record Tracking Data[/b]. [*]You should see a recording icon at the top of your view. …

Getting Started for Players

If you press PlayStation + Triangle, you'll turn off the controller, and so on. This is the only way you can set bindings for the Guide button in any configuration. [subsection]Step 3: Controller Settings (Big Picture Mode)[/subsection] Enter Big Picture mode by clicking the [docimg=bpicon.PNG]bpicon.PNG[/docimg] icon in the upper right corner of the Steam client. [docimg=bpsteamclient.PNG]bpsteamclient.PNG[/docimg] Click the gear icon to adjust settings: [docimg=getting_started_bp_settings.png]getting_started_bp_settings.png[/docimg] Then click "Controller Settings": [docimg=getting_started_bp_settings_controller.png]getting_started_bp_settings_controller.png[/docimg] If you are using a PlayStation 4, Xbox One, Xbox 360, or generic controller, make sure you have the corresponding configuration support boxes checked: [docimg=getting_started_ds4_xb_config.png]getting_started_ds4_xb_config.png[/docimg] Also make sure your controller(s) is/are plugged in. …

Event Graphical Assets

When creating and publishing new events using the Steam Event tools, you will be required to supply a set of graphical assets for your event. These assets are used on the event page, as well as various places on Steam, including your store page, Community Hub, and in the Steam Library. …

[/td][/tr] [/table] [section=cover]Cover Image [color=#ca5029]Required[/color][/section] [docimg=cover.png]cover.png[/docimg] [b]Size:[/b] 800px wide x 450px tall [b]Design:[/b] This image should primarily contain the artwork and branding for your event. Steam will always automatically include your game's name and icon next to the cover image, so it isn't critical to include your game branding in the cover image (but you may still choose to do so). …

Input Source Modes

[/td][/tr] [tr][td]Invert Horizontal Axis[/td][td]On, Off[/td][td]If set, moving left on the pad will move the mouse right, while moving right on the pad will move the mouse left. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out.…

[/td][/tr] [tr][td]Invert Vertical Axis[/td][td]On, Off[/td][td]If set, moving up on the pad will move the mouse down, while moving down on the pad will move the mouse up. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out.…

Release Dates

Your upcoming game's release date in Steamworks serves two purposes: to tell players when they might expect your game, and to list your game on upcoming releases lists. How these dates appear can be customized within a set of options built into Steam. [docimg=release_dates_example1]release_dates_example1[/docimg] [section]Setting Your Game's Release Date[/section] The release date can be set from your game's landing page in Steamworks. On the right-hand side of the page, you'll see a section called "Specified release date". Click the edit icon there to update your release date settings. [section]Player-Facing Date Display[/section] You'll need to set an exact intended release date, which is not directly visible to players. …

IPlayerService Interface

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The player we're asking about[/td][/tr] [tr][td][b]include_appinfo[/b][/td][td]bool[/td][td]✔[/td][td]true if we want additional details (name, icon) about each game[/td][/tr] [tr][td][b]include_played_free_games[/b][/td][td]bool[/td][td]✔[/td][td]Free games are excluded by default. If this is set, free games the user has played will be returned.[/td][/tr] [tr][td][b]appids_filter[/b][/td][td]uint32[/td][td]✔[/td][td]if set, restricts result set to the passed in apps[/td][/tr] [/table] Returns a list of games owned by the player if their owned games/game details are visible to you. …

Graphical Asset Rules

[/olist] [/olist] [section]Library Graphical Asset Rules[/section] Library graphical assets are the set of images that represent your game within the Steam library. These are comprised of a vertical capsule, a hero image and a logo. You can find detailed specifications and templates in our [doclink=store/assets/libraryassets]Library Assets documentation[/doclink]. …

There should be no words at all in this asset. [*][b]Library Logo[/b] - this image is only your game's logotype (your game's title, rendered in the special font or lettering that you have established) and optionally a logomark (an icon that stands alongside your game's title) together on a transparent background. Aside from your game's logotype, there should be no other words in this asset. …

Getting your game ready for Steam Deck and Steam Machine

We highly recommend using [url=https://partner.steamgames.com/doc/features/cloud]Steam Cloud[/url] for automatic transfers. We recommend against syncing game configuration settings, ie., display resolution, between different devices. [*][b]Graphics Settings[/b]: Cloud saves are great, but make sure graphics settings are not included in that clouded data. …

When native UI launchers are required, you can use the [url=https://partner.steamgames.com/doc/api/ISteamUtils#SetGameLauncherMode]SetGameLauncherMode[/url] API to automatically translate controller input to keyboard/mouse events to assist the user. …

Action Manifest Files

[subsection]Starting with an In-Game Actions file[/subsection] [subsection]Step 1 - Setting up Dev-mode for Steam Input[/subsection] Before editing the Action Manifest File, we need to enable Steam Input dev-mode so that we can export configurations as a developer and receive error messages if we make mistakes when editing the actions manifest. 1) Go to Steam Big PIcture Mode ->Settings->System and turn on Dev mode for Steam [docimg=export_prestep_1.png]export_prestep_1.png[/docimg] 2) Go to the developer section and turn on "Steam Input Layout Dev Mode" [docimg=export_prestep_2.png]export_prestep_2.png[/docimg] [subsection]Step 2 - Save a configuration[/subsection] If you have an existing IGA file you can save your current configuration out in the controller configuration screen. 1) Select the Gear Icon [docimg=export_step_1.png]export_step_1.png[/docimg] 2) Select "Export layout" [docimg=export_step_2.png]export_step_2.png[/docimg] 3) Select a Title and Description for you game and export the configuration. …

This is an example from the Steamworks SDK: [code] "configurations" { "controller_xboxone" { "0" { "path" "xbox_controller.vdf" } } "controller_steamcontroller_gordon" { "0" { "path" "steam_controller.vdf" } } } [/code] [subsection]Step 5 - Set the Steamworks settings[/subsection] To set your Steamworks settings in the partner site, navigate to the Steam Input settings. Next set the dropdown to "Custom Configuration (Bundled with game)" and enter the path where the action manifest is located: [docimg=gamebundledconfigdropdown.PNG]gamebundledconfigdropdown.PNG[/docimg] [section]Debugging a game that uses an Action Manifest File[/section] When running the game through Steam the Action Manifest file will automatically be pulled from your game depots. …

Microsoft Xbox One Controller

These are identical in function to BACK and START on the Xbox 360 controller, they just have new names and icons. …

Importing HTML

The event editor supports importing a subset of HTML directly into BBCode. Use the import HTML icon on the editor's toolbar. [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> ... …

Steam Cloud

When creating new Root paths, the default [code-inline]OS Restriction[/code-inline] setting is [code-inline][Cross-Platform][/code-inline]. We strongly recommend you use this setting, even if your game currently only supports one platform. …

This quota is enforced on each Cloud-enabled game, on a per-user-per-game basis. It's recommended to set the values to reasonable amounts for your game title. [b]NOTE:[/b] Don't forget to click Save at the bottom of the page, and Publish your updated settings. …

Library Assets

[docimg=cs2libheader.jpg]cs2libheader.jpg[/docimg] [b]Usage:[/b] Appears in various places in the Steam Client Library, including Recent Games. If not set, then the Store Asset Header Capsule is used. [b]Design:[/b] This image should focus on the branding of your product. For best results, please use similar artwork to the Library Capsule or Store Asset Header Capsule and make sure the logo is clearly legible. …

[b]Design:[/b] This image should contain only your game's logo type (your game's title, rendered in the special font or lettering that you have established) and optionally a logomark (an icon that stands alongside your game's title) together on a transparent background. Aside from your game's logotype, there should be no other words in this asset. …

Steam Playtest

The store review checklist for a Playtest only consists of capsule images and icons. [*] You can start allowing Steam Playtest signups by making it visible on the store page of your main game. Go to the Special Settings tab of the Edit Store Page admin tools for your main game to enable signups. …

Upload depots and set up builds on the Playtest just like any other game or demo. You can integrate Steamworks technical features, set Steam Input templates, configure cloud saves, and so on. …

Steam Tags

That will open a dialog with the list of tags that are publicly visible. Hover over the tag you wish to remove and you'll see a flag icon appear to the right of it. Click that flag to remove the tag. [/olist] [section]Tags and Store Visibility[/section] The tags associated with your game impact where and how it appears on Steam. …

Note that this is not a direct reflection of the [i]More Like This[/i] algorithm's results, but rather, a strictly tag-driven comparison of title similarity. So, as a recap, start setting tags and their weight by using the Tag Wizard. Customers will also tag your game and those tags will be mixed in with the tags you had set with the Tag Wizard. …

Events and Announcements Examples

Alongside the cover image, Steam will always include your game's name and icon, so you do not need to include this information within the image. Instead, it is recommended that the image concisely represents your announcement, including any announcement specific graphics or branding. …

Embeddable Widgets

[docimg=2019-09-17_8-17-04.png]2019-09-17_8-17-04.png[/docimg] Note: With YouTube, we have a few additional formatting options via the [previewyoutube] tag accessible via the toolbar's import YouTube icon. [subsection=store]Store Product Page[/subsection] Inserting the URL for your Steam store product page will inject a widget that will let users wishlist (if coming soon), buy or play (if free-to-play) your game right from the event page. …

ISteamUtils Interface

You can also set the distance from the specified corner by using [api]ISteamUtils::SetOverlayNotificationInset[/api]. This position is per-game and is reset each launch. [subsection=SetVRHeadsetStreamingEnabled]SetVRHeadsetStreamingEnabled[/subsection] [code=cpp]void SetVRHeadsetStreamingEnabled( bool bEnabled );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]bEnabled[/b][/td][td]bool[/td][td]Turns VR HMD Streaming on ([b]true[/b]) or off ([b]false[/b]).…

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