[section]Special inputs[/section] In addition to emulating mouse, keyboard, and gamepad input, there are also a row of special bindings at the top: [docimg=legacy_mode_2.png]legacy_mode_2.png[/docimg] [subsection]Change Action Set/Layer[/subsection] [docimg=legacy_action_set.png]legacy_action_set.png[/docimg] This lets you activate Action Sets or [doclink=features/steam_controller/action_set_layers][/doclink] that you have defined yourself. …
Only PS4 Controllers support colored light options. [list] [*] [b]Default User Setting[/b] No change to how the light functions [*] [b]Default XInput Slot Number Setting[/b] Slots 1-4 are colored red, blue, green, and purple, respectively. [*] [b]Custom Setting[/b] [list] [*][b]Controller Light Color[/b] Change the color of the light [*][b]Controller Light Saturation[/b] Change the intensity of the light [/list] [/list] [subsection]Music[/subsection] [docimg=legacy_music.png]legacy_music.png[/docimg] This lets you control music playback from your Steam music player. …
If you release your demo by that date then press can potentially try out your demo. [*] [b]Set your demo live in time for Next Fest[/b] - Steam Next Fest only includes games with demos, so please be sure to set yours live ahead of the start of Next Fest. [*] [b]Check your tags/categories[/b] - Steam Next Fest is organized based on the categories you selected when you registered (up to 2 categories per game) and then based on the store tags applied to your game. …
Best to try all that out well in advance of Next Fest to make sure that your stream goes smoothly. Learn more: [doclink=store/broadcast/setting_up]Setting Up A Stream[/doclink]. If you plan on streaming the Demo of your game, be sure to check out [doclink=store/broadcast/demo] Broadcasting a Game Demo to the Store Page[/doclink], as it works differently from regular livestreams. [*] [b]Turn on broadcast chat by default[/b] - When you set your live stream to appear on your store page, you can configure the chat window to be open by default. …
[subsection=RequestAppProofOfPurchaseKey]RequestAppProofOfPurchaseKey[/subsection] [code=cpp]void RequestAppProofOfPurchaseKey( AppId_t nAppID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]nAppID[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td][/td][/tr] [/table] Deprecated. [subsection=SetGamePerformanceSetting]SetGamePerformanceSetting[/subsection] [code=cpp]void SetGamePerformanceSetting();[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]setting[/b][/td][td][apitype]ISteamApps::EGamePerformanceSetting[/apitype][/td][td]The relative performance level.…
[/td][/tr] [/table] [b]See Also:[/b] [api]ISteamApps::BIsTimedTrial[/api] [section=enums]Enums[/section] These are enums which are defined for use with ISteamApps. [subsection=EGamePerformanceSetting]EGamePerformanceSetting[/subsection] Game performance levels. [table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EGamePerformanceSetting_NotSet][td][b]k_EGamePerformanceSetting_NotSet[/b][/td][td]0[/td][td][/td][/tr] [tr=k_EGamePerformanceSetting_Low][td][b]k_EGamePerformanceSetting_Low[/b][/td][td]1[/td][td][/td][/tr] [tr=k_EGamePerformanceSetting_Medium][td][b]k_EGamePerformanceSetting_Medium[/b][/td][td]2[/td][td][/td][/tr] [tr=k_EGamePerformanceSetting_High][td][b]k_EGamePerformanceSetting_High[/b][/td][td]3[/td][td][/td][/tr] [tr=k_EGamePerformanceSetting_Ultra][td][b]k_EGamePerformanceSetting_Ultra[/b][/td][td]4[/td][td][/td][/tr] [tr=k_EGamePerformanceSetting_Custom][td][b]k_EGamePerformanceSetting_Custom[/b][/td][td]4[/td][td][/td][/tr] [/table] [subsection=ERegisterActivationCodeResult]ERegisterActivationCodeResult[/subsection] Only used internally in Steam. …
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. …
However if you're running without the game installed in Steam or have local changes you need to make then you can override the Action Manifest path with the SetInputActionManifestPath API call. This override will be remembered for the rest of the Steam session. There's an example of it's use in the Steamworks SDK: [code] char rgchCWD[1024]; if ( !…
Why aren't my files downloading?[/b] A: After you upload contents into your depot, you need to set a build live that references those new contents. You can manage builds and set them live from the [b]Builds[/b] page, under the [b]SteamPipe[/b] tab, on the partner site. …
Review all these changes and publish when ready from the Steamworks Publish page. [*][b]Review and publish Steamworks settings for the parent game:[/b] depending on the configuration of your DLC and its depots, the automated conversion may also have made changes to the Steamworks settings for the parent app. …
In this section, you'll find information about becoming a Steamworks partner. Steamworks is a set of tools that enable you to distribute your product to Steam customers and a set of features you can use in your product, such as matchmaking, leaderboards, Steam Workshop, etc. …
If you're trying to just get up to speed on Steam, check out our [doclink=quickstart]quick-start guide here.[/doclink] [olist] [*] [h4]Set Up Steamworks Account[/h4] The first step in getting started is to sign up to become a Steamworks partner. Once you have set up your account and your bank, tax and company information has been verified, you can add more users and start to set up your first product, or "[doclink=store/application]Application[/doclink]". [*] [h4]Download the Steamworks SDK[/h4] Once you have completed the onboarding process, you'll need to download the Steamworks SDK, which contains all the scripts and templates for building and uploading your product to Steam. …
[/callout] Users can press a hotkey controlled by Steam (F12 by default), to trigger a screenshot. The user can change the hotkey and other screenshot settings that will take effect in any game they play in Steam by going to Settings -> In-Game. [docimg=screenshot_hotkey.png]screenshot_hotkey.png[/docimg] [subsection]Screenshot Uploader[/subsection] Upon quitting a game the Screenshot Uploader will automatically open with all of the screenshots that were taken during the previous session. …
After receiving this callback you should then check the result, and if it was successful, you can then use the [apitype]ISteamScreenshots::ScreenshotHandle[/apitype] provided to set tags with: [list] [*] [api]ISteamScreenshots::SetLocation[/api] [*] [api]ISteamScreenshots::TagUser[/api] [*] [api]ISteamScreenshots::TagPublishedFile[/api] [/list] If you want to take a screenshot either with your own button, or automatically at some point, such as the end of a round, you can do that programmatically with [api]ISteamScreenshots::TriggerScreenshot[/api] or by writing the RGB bytes out with [api]ISteamScreenshots::WriteScreenshot[/api], or by adding a file from the disk with [api]ISteamScreenshots::AddScreenshotToLibrary[/api]/[api]ISteamScreenshots::AddVRScreenshotToLibrary[/api].…
[docimg=spacewar_leaderboards]spacewar_leaderboards[/docimg] The following fields must be completed to define a leaderboard: [list] [*]Name - Set this to be a name that makes sense as part of internal development. [*]Community Name - If the leaderboard is to be shown on the Community Hub, set the public facing name here. …
Select from Numeric, Seconds or Milliseconds. [*]Writes - If this is set to Trusted, the leaderboard scores cannot be set by clients, and can only be set by via SetLeaderboardScore WebAPI. Defaults to false. [*]Reads - If this is set to Friends, the game can only read leaderboard scores for friends of the user, all scores can always be read by WebAPI. …
[section=localized_app_names]Localized Application Names[/section] In the General Application Settings of the Steamworks Settings section for your app, you can enter localized names for your product. Setting a localized name for a language will cause that name to display to customers who run Steam in that language. [docimg=localize_game_name.jpg]localize_game_name.jpg[/docimg] If you set localized names in the Steamworks Settings section, this will override any name set in the Store Page section for that language, so that the localized name shown on the Store page will always match the localized name the customer sees in the library. …
See [doclink=marketing/event_tools/sales/tools]Sales Landing Page Editor[/doclink] documentation for more on setting up sale page. -- Any sale page can support livestreaming, either from the games included on the sale page, or from specific Steam accounts added to an approval list. …
[/doclink] [/list] [*] Broadcasts from Steam accounts explicitly added on the "Broadcast" tab and set to priority "Default" [*] Broadcasts from either of these sources: [list] [*] Broadcasts from Steam accounts explicitly added on the "Broadcast" tab and set to priority "General" [*] Any Official Broadcast associated with a game featured on the Sale page. …
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. …
Xorg should be the default session, the username is [b]steamos[/b] and the password is whatever you had previously set in Developer Mode settings. [docimg=steamframe-xrdp.png]steamframe-xrdp.png[/docimg] [section]SSH and ADB[/section] After [doclink=steamframe/setup]enabling Developer Mode[/doclink], you can [b]ssh [/b]into the headset using the default user [b]steamos[/b] and whatever password you had set under [b]Developer Mode [/b]settings: [code]ssh steamos@frame[/code] Alternatively, you can [b]adb[/b] into the headset by plugging the headset directly into your PC with a USB cable. …
[docimg=communityhub_header_1.JPG]communityhub_header_1.JPG[/docimg] [section]Community Hubs[/section] Every product on Steam has it's own unique hub. By default, your community hub will be set live as soon as your product's release state is set to 'Coming Soon'. [subsection]Community Tabs[/subsection] Community hubs are organized into different tabs based on the type of content they contain. …
Players create topics and reply to each-other based on how you've set it all up. [url=https://partner.steamgames.com/doc/features/community#discussions]Setting up your Discussions[/url]. [*][b]Screenshots[/b] - By using Steam's integrated screenshot feature, players can share their favorite in-game moments with the community. …
You can set any value between 0.0 and 1.0, and the default value is 0.8. At 0.8, the mouse region should cover the entire screen surface of a standard 16:9 screen, regardless of whether the mouse region shape is rectangular or circular. …
[subsection]Horizontal/Vertical Position[/subsection] These let you set the on-screen position that the mouse region is centered upon. Note that 0,0 represents the upper-left corner of the screen and 1,1 represents the lower-right. …
[/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. Or you can feature an individual item or a list that you created. [*]You can also edit the set of tags in the tabbed area to hide irrelevant tags and apply tags that make sense for sorting your collection of DLC. [*]Social media links that you set for your base game will appear at the top of your DLC browse page. …
Once your game is live, there is nothing special you need to do to deliver your default build to your customers. [b]NOTE:[/b] When uploading your content you can not set the build live on the default branch automatically. You must do that manually in App Admin. [section]Adding a new Branch[/section] You can create additional branches of your title to meet your varying requirements. …
" dropdown menu. [*] Click on the "Preview Change" button for the build you selected. [*] Click on "Set Build Live Now" to immediately make your branch available in Steam. [/list] [/list] [section]Switching Branches from within your game[/section] Steam has a set of APIs that lets a game tell Steam to switch the user to a particular beta branch. …
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. …
[subsection]Opting Controllers into Steam Input[/subsection] Next, you should set up what kind of controllers use Steam Input - if you are using Steam Input API you'll want to make sure to check the "Any Future Devices" option to make sure new controllers work by default without you having to adjust settings after support ships in Steam. [docimg=steamworks_steam_input_optin_settings.png]steamworks_steam_input_optin_settings.png[/docimg] Checking these boxes will cause those controller types to make use of Steam Input rather than their standard gamepad input protocols. …
[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of product[/td][/tr] [tr][td][b]startidx[/b][/td][td]uint32[/td][td]✔[/td][td]Starting index in the result set (0 based)[/td][/tr] [tr][td][b]count[/b][/td][td]uint32[/td][td]✔[/td][td]Number Requested[/td][/tr] [tr][td][b]tagcount[/b][/td][td]uint32[/td][td]✔[/td][td]Number of Tags Specified[/td][/tr] [tr][td][b]usertagcount[/b][/td][td]uint32[/td][td]✔[/td][td]Number of User specific tags requested[/td][/tr] [tr][td][b]hasappadminaccess[/b][/td][td]bool[/td][td][/td][td]Whether the user making the request is an admin for the app and can see private files[/td][/tr] [tr][td][b]fileType[/b][/td][td]uint32[/td][td][/td][td]EPublishedFileInfoMatchingFileType, defaults to k_PFI_MatchingFileType_Items[/td][/tr] [tr][td][b]tag[0][/b][/td][td]string[/td][td][/td][td]Tag to filter result set[/td][/tr] [tr][td][b]usertag[0][/b][/td][td]string[/td][td][/td][td]A user specific tag[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …
As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! [section=ResultSetSummary]ResultSetSummary[/section] [code=http]POST https://partner.steam-api.com/ISteamPublishedItemSearch/ResultSetSummary/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…
Please see [doclink=store/franchise_pages]Franchise Pages Documentation[/doclink] for more information.) Once your page is set up, players can then 'follow' your organization to be notified when you release your next title. This page explains the process and details for setting up and customizing your homepage. …
[section=broadcast]Broadcasting to Your Page[/section] [color=yellow]Instructions for v1 homepages[/color] You can configure the Creator home page to receive live broadcast. This can be enabled on the settings page of your admin panel (Admin->Edit Creator Settings). This option is near the bottom with the section title broadcast settings. …
Returns 0 if IP is not mapped IPv4. void SetIPv6LocalHost( uint16 nPort = 0); // Set to the IPv6 localhost address ::1, and the specified port. bool IsLocalHost() const; // Return true if this identity is localhost. …
Listen socket options can be set at the interface layer, /// if you have multiple listen sockets and they all use the same options. /// You can also set connection options on a listen socket, and they set the defaults /// for all connections accepted through this listen socket. …