A few special things are going on here -- first of all, there's two [doclink=features/steam_controller/action_set_layers]action layers[/doclink] for the Unit and Build menus, but it's also set up to use actions in chords. In this game, you can assign units, buildings, or groups of units to ten groups bound to ten hotkeys (implemented here as actions "Group 0" through "Group 9"). …
Base actions such as "click", "cancel", "select", and "inspect" are always available in the base action set, whereas other actions come in via [doclink=features/steam_controller/action_set_layers]action set layers[/doclink] depending on context. …
[/td] [/tr] [tr] [td][b]Edit Store Localization Data[/b][/td] [td]Grants permission to edit any data on store setting tabs that include one or more localizable fields, such as product description and graphical assets. Does not grant permission to publish, or marketing tools like visibility rounds. …
[/td] [/tr] [tr] [td][b]Manage Signing[/b][/td] [td]Can manage digital signing for your title. This will enable management of [doclink=features/anticheat]Anti-Cheat[/doclink] and [doclink=features/auth#encryptedapptickets] SDK Auth[/doclink] settings for an Application.[/td] [/tr] [tr] [td][b]Economy/Workshop Support[/b][/td] [td]Allows the user to view/grant economy items in the partner site economy support tool.…
[/list] [*]For consistency during development, you may also want to change the default Windows API to [b]Vulkan [/b]as well. [*]Change the default anti-aliasing method for mobile to [b]MSAA[/b] in [b]Project Settings > Engine - Rendering[/b], and set [b]MSAA sample count[/b] (Default Settings) to [b]4x MSAA[/b]. [*]Under the [b]Edit > Plugins[/b] menu, locate the [b]Steam Frame OpenXR Extension[/b] in the list, and enable it. [*](Optional, but recommended) Disable the [b]Android File Server[/b], which will speed up deployment and development times [/list] Depending on the needs of your project, other features can be disabled to save rendering performance, such as disabling Custom Depth if not needed. …
LinuxArm64 should now appear as a platform choice under the [b]Platforms[/b] button. [subsection]Project Settings[/subsection] In addition to the project settings in the previous section of the documentation, it is also recommended that you change the [b]Targeted RHI[/b] setting in your Project Settings under [b]Platforms - Linux[/b] to [b]Vulkan Mobile (ES3.1)[/b] and disable [b]Vulkan Desktop (SM5)[/b]. …
This has two advantages: [olist] [*]As a game developer, you have one common set of compatibility to target. [*]Any game that is Verified on Steam Deck is guaranteed to be Verified on Steam Machine as well. [/olist] https://youtu.be/a8tNvhwkth8 [section]Compatibility Ratings[/section] Many games work great as-is on Deck and Machine. …
On Deck and Machine, games without native Linux builds will be run through Proton, a set of tools that will automatically take your current Windows executable and game data and run them on Steam Deck and Steam Machine's Linux-based OS. [*]Proton is a work in progress, and it's possible that your game may not yet be fully supported. …
[/td][/tr] [tr][td][b]usPortServer[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The connection port of the game server, in host order.[/td][/tr] [/table] Set the rich presence data for an unsecured game server that the user is playing on. This allows friends to be able to view the game info and join your game. …
[/list] [subsection=GetGameBadgeLevel]GetGameBadgeLevel[/subsection] [code=cpp]int GetGameBadgeLevel( int nSeries, bool bFoil );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]nSeries[/b][/td][td]int[/td][td]If you only have one set of cards, the series will be [b]1[/b].[/td][/tr] [tr][td][b]bFoil[/b][/td][td]bool[/td][td]Check if they have received the foil badge.…
Those methods will be used to confirm setting a build live for a released app. Additionally, if the Steam account has any security changes (email, phone number, etc), then you will need to wait 3 days before you can set a build live for a released app. …
The new system requires port 80 (HTTP) and all other Steam ports, listed [url=https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711]here[/url]. [*] Temporarily disable local Anti-Virus or Spam-Blocker programs. [*] Check the Steam download region under [b]Settings[/b]->[b]Downloads[/b]. It should match your location. [*] Stop the download, uninstall, and reinstall the game (clear manifest caches). [*] Exit Steam, delete the two folders appcache and depotcache in your Steam install folder. [*] Try to set your Steam download region to some other location far away. …
One alternative is to call SteamAPI_RunCallbacks from the main thread only, and call [api]steam_api::SteamAPI_ReleaseCurrentThreadMemory[/api] regularly on other threads. [subsection=SteamAPI_SetMiniDumpComment]SteamAPI_SetMiniDumpComment[/subsection] [code=cpp]S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchMsg[/b][/td][td]const char *[/td][td]The message to attach to the minidump. …
[/td][/tr] [tr=k_EBroadcastUploadResultRelayFailed][td][b]k_EBroadcastUploadResultRelayFailed[/b][/td][td]9[/td][td]Relay dropped the upload.[/td][/tr] [tr=k_EBroadcastUploadResultSettingsChanged][td][b]k_EBroadcastUploadResultSettingsChanged[/b][/td][td]10[/td][td]The client changed broadcast settings.[/td][/tr] [tr=k_EBroadcastUploadResultMissingAudio][td][b]k_EBroadcastUploadResultMissingAudio[/b][/td][td]11[/td][td]Client failed to send audio data.…
[/list] [subsection]Base Game Set[/subsection] Every game has a [b]Base game achievements[/b] set. Achievements that aren't assigned to another set belong to the base game set, so if you don't create any additional sets, all of your achievements are in the base game set. …
[subsection]Deleting a Set[/subsection] Open the set's menu and choose [b]Delete set[/b]. You must move or delete all achievements in a set before you can delete it. …
There are two ways that Workshop items can get version information set: Mod authors can set this information, or your uploader tool can set this information. [olist] [*][b]Mod authors can set supported versions[/b] - Mod authors in the Steam Workshop can set version support by visiting the item history page and using the UI to configure which versions of the game work for each version of their Workshop item. [*][b]Your Workshop uploader can set supported versions[/b] - If your Workshop item uploader tool can validate support for an item, you can automatically mark it as supporting the appropriate versions, or you can build UI to make it easy for the mod author to choose supported versions and ranges at time of upload. …
If the [i]minimum[/i] branch is not set, then the item is valid for all Steam branches older than the [i]maximum[/i] branch, and vice-versa for when the [i]maximum[/i] branch is not set. …
This metadata can be returned from queries without having to download and install the actual content. [*] [api]ISteamUGC::SetItemVisibility[/api] - Sets the visibility of an item. [*] [api]ISteamUGC::SetItemTags[/api] - Sets arbitrary developer specified tags on an item. [*] [api]ISteamUGC::AddItemKeyValueTag[/api] - Adds a key-value tag pair to an item. …
This will only return workshop items that have a key = [param]pKey[/param] and a value = [param]pValue[/param]. [*] [api]ISteamUGC::SetReturnOnlyIDs[/api] - Sets whether to only return IDs instead of all the details on a pending UGC Query. This is useful for when you don't need all the information (e.g. you just want to get the IDs of the items a user has in their favorites list.) [*] [api]ISteamUGC::SetReturnKeyValueTags[/api] - Sets whether to return any key-value tags for the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnLongDescription[/api] - Sets whether to return the full description for the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnMetadata[/api] - Sets whether to return the developer specified metadata for the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnChildren[/api] - Sets whether to return the IDs of the child items of the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnAdditionalPreviews[/api] - Sets whether to return any additional images/videos attached to the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnTotalOnly[/api] - Sets whether to only return the total number of matching items on a pending UGC Query. -- The actual items will not be returned when [api]ISteamUGC::SteamUGCQueryCompleted_t[/api] is called. [*] [api]ISteamUGC::SetLanguage[/api] - Sets the language to return the title and description in for the items on a pending UGC Query. [*] [api]ISteamUGC::SetAllowCachedResponse[/api] - Sets whether results to be will be returned from the cache for the specific period of time on a pending UGC Query. …
This sets the content of your homepage to public so that it can be loaded in the Steam store. [*]Set that homepage as active - Return to the main admin dashboard for your homepage, with 'creator home v2' selected in the left-hand set of options. …
Easily add a set of games, organized as a grid or carousel. You can populate the set of games by manually entering individual games, or have it populate automatically based on criteria or filters. …
[section]Global Settings[/section] Before we start a game we'll need to make some basic choices and set some global settings in Big Picture mode. [subsection]Step 1: Pick a Controller[/subsection] If you're reading this, it's presumably because you want to use a certain controller with a certain game. …
" [docimg=desktop_settings.png]desktop_settings.png[/docimg] From there, select "Controller." [docimg=desktop_settings_controller.png]desktop_settings_controller.png[/docimg] From here you can change the general controller settings, as well as change three different global configurations. …
[/td][/tr] [tr][td][b]pchHost[/b][/td][td]const char *[/td][td]The host to set this cookie for.[/td][/tr] [tr][td][b]pchUrl[/b][/td][td]const char *[/td][td]The url to set this cookie for.[/td][/tr] [tr][td][b]pchCookie[/b][/td][td]const char *[/td][td]The cookie to set.…
Use [api]ISteamHTTP::SetHTTPRequestAbsoluteTimeoutMS[/api] if you need a strict maximum timeout. [b]Returns:[/b] bool Returns [b]true[/b] upon successfully setting the timeout. …
By default, the only branch defined is Default. If a game is already released, and you choose to set a build live, anyone who owns the game will receive that update in that build (so make sure that you're ready to release an update when you set it live). …
[docimg=setBuildPublic_2.png]setBuildPublic.png[/docimg] [section=Authorizing_Default_Build_Updates]Authorizing Default Build Updates[/section] If your game is released, then any builds set live on your default branch will require an additional authorization step. …
[b][code-inline]*[/code-inline][/b] To define the string to display in Steam friends list and chat, set the [code-inline]steam_display[/code-inline] key/value in [url=https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence]SetRichPresence[/url]. …
[docimg=party_rp.jpg]When friends playing together are grouped, others know if there is room for them to join[/docimg] [b][code-inline]*[/code-inline][/b] To define the grouping of players in the Steam friends list and chat, set the [code-inline]steam_player_group[/code-inline] and [code-inline]steam_player_group_size[/code-inline] key/values in [url=https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence]SetRichPresence[/url]. …
They also set what skill level they'd like to match with. [*] The game searches for lobbies that have a similar same set of rules, using the lobby search API. …
[/olist] [section]Creating and updating a skill value for a player[/section] To set up a skill for a player, you create new stats as detailed on the Stats API page. If desired, you can set up multiple stats to track multiple skill axis. …
You will most likely have multiple sections of this type that are populated with different sets of games. [section]Setting Up: Linked App List[/section] If your sale contains more than about 20 games, you may want to use the Linked App List to define the full set of games to include on your page. …
[docimg=sectionType_Items.jpg]sectionType_Items.jpg[/docimg] Showing a 4-row grid set to display "2/3/4/3" format [subsection]Display as a carousel[/subsection] If you set a section to appear as a carousel, any items that do not fit in the initial display will accessible by click the right or left arrows that appear next to the section. …
[subsection=SetGameData]SetGameData[/subsection] [code=cpp]void SetGameData( const char *pchGameData );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchGameData[/b][/td][td]const char *[/td][td]The new "gamedata" value to set. …
[subsection=SetGameTags]SetGameTags[/subsection] [code=cpp]void SetGameTags( const char *pchGameTags );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchGameTags[/b][/td][td]const char *[/td][td]The new "gametags" value to set. …
Make sure to specify [b]keyframe interval[/b] parameter to 2, as that is a critical requirement for uploading streaming content to Steam. The other settings defaults will be fine. More details on Steam's requirement for those other setting can be found [url=https://partner.steamgames.com/doc/store/broadcast/setting_up#encoding]here[/url]. [docimg=2020-03-10_22-32-11.png]2020-03-10_22-32-11.png[/docimg] [*] You are set for streaming. You can close the setting panels and start streaming. You can return to the [url=https://steamcommunity.com/broadcast/upload]broadcast upload settings page[/url] while logged in as the streaming account to see statistics about your broadcast, any diagnostic error messages, and to find a link to the stream on Steam Community. …
. [*] [b]API Name[/b] - The string used to access this stat using the API. [*] [b]Set By[/b] - Sets who can modify the stat. The default is Client. For more see [doclink=#game_server_stats][/doclink]. [*] [b]Increment Only[/b] - If set, this stat is only allowed to increase in value over time. [*] [b]Max Change[/b] - If set, sets a limit on the amount that the stat's value can change from one SetStat call to the next. [*] [b]Min Value[/b] - If set, the minimum numerical value this stat may take. …
This is to help ensure consistency and to avoid making it possible for a malicious game server to set anyone's stats at any time. Given the restriction, it is important not to wait until the end of a round to set stats. Set them continuously so you can store them as a user quits. …