Steamworks Documentation
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Game Soundtracks on Steam

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. …

Getting Started

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. …

Steam Screenshots

[/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].…

Steam Leaderboards

[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. …

Localization and Languages

[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. …

Sale Page Tools - Livestreaming (Broadcasting)

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. …

Templates for In-Game Actions Files

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. …

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. …

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. …

Steam Community

[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. …

Mouse Regions

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. …

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. 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. …

Branches (Betas)

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. …

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. …

Uploading Steam Input Configs to Steam Workshop

[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. …

ISteamPublishedItemSearch Interface

[/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.…

Developer And Publisher Homepages

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. …

steamnetworkingtypes.h

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. …

Godot

[/b][/callout] [section]Project Setup[/section] [list] [*][b]Enable OpenXR[/b] - (Project / Project settings / XR / OpenXR) and enable stereo shaders (Project / Project settings / XR / Shaders) [*][b]OpenXR Vendors Plugin[/b] - Optionally install the [url=https://godotengine.org/asset-library/asset/3768]Godot OpenXR vendors plugin[/url] from the AssetLib tab. …

If you have multiple export presets setup, make sure the one for Steam Frame is set to [b]runnable[/b]. [*]Optionally, turn on debug capabilities (Debug / Deploy With Remote Debug). [*]Click on [b]Remote Deploy[/b] in the top right toolbar and select [b]Steam Frame Lepton[/b] from the dropdown. …

Activators

There doesn't seem to be a limit to how many activators you can add, but any more than five will start to run off of the interface. [section]Activator Settings[/section] Let's break down all the settings available in the activator system. These settings are always available regardless of activation type: [table] [tr][th]Name[/th][th]Values[/th][th]Description[/th][/tr] [tr][td]Activation Type[/td][td]Regular Press, Double Press, Long Press, Start Press, Release Press, Chorded Press, None - Remove Activator[/td][td]Activators determine how the input responds to you. …

[/td][/tr] [tr][td]Repeat Rate[/td][td]0.0-1.0[/td][td]Regular Press, Double Press, Long Press[/td][td]The speed of turbo will be set by this slider.[/td][/tr] [/table]…

ISteamHTMLSurface Interface

('Host' attribute)[/td][/tr] [tr][td][b]pchKey[/b][/td][td]const char *[/td][td]The cookie name to set.[/td][/tr] [tr][td][b]pchValue[/b][/td][td]const char *[/td][td]The cookie value to set.[/td][/tr] [tr][td][b]pchPath[/b][/td][td]const char *[/td][td]Sets the 'Path' attribute on the cookie. …

[subsection=SetHorizontalScroll]SetHorizontalScroll[/subsection] [code=cpp]void SetHorizontalScroll( HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unBrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the surface to set the horizontal scroll position.…

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