[/td][/tr] [tr][td][b]maxresults[/b][/td][td]uint32[/td][td][/td][td]Maximum number of results to return in report. (Default is 1000 if no value is set) Note that the number of results returned might be less than maxresults, even when they are more results. Maximum number of results is 50000. …
Only required if [code-inline]usersession[/code-inline] in [webapi]ISteamMicroTxn/InitTxn[/webapi] was set to [b]web[/b].[/td][/tr] [/table] Retrieves details for a user's purchasing info. These details are based upon the user's Steam wallet. …
Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. In contrast to Action Sets, layers draw their actions from the Action Set they exist within and do not wholesale replace what is already active when applied, but apply small modifications. …
Decide what input should trigger the action set layer, and open the binding menu, then click the action set activation icon, which is the leftmost special icon: [docimg=bind_action_set.png]bind_action_set.png[/docimg] This brings up the action set activation menu: [docimg=change_action_set.png]change_action_set.png[/docimg] In this case we want to apply a layer, not activate an action set. …
Note that you should only use the appID for your “base” game--do not use the appID for DLC, Demos, Soundtracks, or other secondary application types. [docimg=stream3.png]stream3.png[/docimg] [*]Set Your Broadcast Permissions By default, your stream is set to “Friends Only”, which means it’s only visible by you and your friends on Steam. …
Below are steps to get your stream set up in OBS. Steam supports any broadcast software that supports the RTMP protocol. [docimg=stream5.png]stream5.png[/docimg] [olist] [*]Navigate to File-->Settings-->Stream [*]In the dropdown menu, select “Custom...” …
[section]Overview[/section] You can manage the Virtual Reality settings for your application on Steamworks in two places: [list][*]Steamworks Settings - Set the SteamVR input binding mode for your application, as well as launch options. [*]Store Page - Describe your VR requirements and supported configurations[/list] [section]Steamworks Settings[/section] Steamworks settings enable you to define the SteamVR input binding mode for your application, and define your launch options. …
Launch options allow you to let users select these options in a more intuitive way. To set launch options, select "Edit Steamworks Settings" from the App Landing Page. Under "Installation", select "General.…
This will allow you to [b]ssh[/b], [b]adb[/b], and [b]rdp[/b] into your headset. You will find this at [b]Steam Settings > System > Enable Developer Mode[/b]. [docimg=steamframe-devmode_1.png]steamframe-devmode_1.png[/docimg] Then on the left, scroll down to the [b]Developer[/b] section, scroll toward the bottom of that page and click [b]Set User Password[/b]. …
[section]Changing Your Device Name[/section] If you are in an office full of other Steam Frames you will want to rename your device so you don't cause network collisions. Once you are logged in you can go to [b]Steam Settings > System > Hostname[/b] and change it to whatever you like. Then anywhere in these documents you see [b]frame[/b] as a hostname, just know to change it to whatever you have set here. …
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. …
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 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. …
This uses the store tags applied to your games, so it can include both released and upcoming games in the set of recommendations. [*][b]Set of Creator Lists[/b] - If you had created any lists of games previously, we'll show them in this section automatically. …
[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. …
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]. …
[/i] To fix this, you must manually specify the project uses a lower SDK/NDK level, and rebuild. In your Project’s settings. Go to [b]Edit > Project Settings > Android SDK > NDK API Level[/b] and set it to [b]android-30[/b] (or, in the future, whichever version is specified after the [b](current version is #XX)[/b] portion of the error). …
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. …
[/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. …
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. …
[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]. …
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. …
[section]Step 1 - Setup New App[/section] Follow these [doclink=sdk/uploading#Initial_Setup_New_App]general instructions[/doclink] for setting up a new app on Steam. Then from your [b]App Admin[/b] page, click [b]Edit Steamworks Settings[/b] under [b]Technical Tools[/b]. [docimg=steamworks_settings.png]steamworks_settings.png[/docimg] [section]Step 2 - Set Supported Operating Systems[/section] Navigate to the [b]Application > General[/b] tab for your app, and check [b]Android [/b] under [b]Supported Operating Systems[/b]. …
[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. …
For example, if you wanted to add a menu actionset, you could do it like this: [docimg=TouchBindings_1.PNG]TouchBindings_1.PNG[/docimg] [docimg=TouchLayoutMenu.png]TouchLayoutMenu.png[/docimg] [code=cpp] #include "steam/isteaminput.h" void GameInit() { SteamInput()->Init(); } void GameQuit() { SteamInput()->Shutdown(); } void GameLoop() { GameInit(); while ( bRunning ) { const InputActionSetHandle_t k_ActionSetGame = 1; const InputActionSetHandle_t k_ActionSetMenu = 2; SteamInput()->ActivateActionSet( STEAM_INPUT_HANDLE_ALL_CONTROLLERS, BInMenu() ? k_ActionSetMenu : k_ActionSetGame ); ... } GameQuit(); } [/code]…
[subsection]Action Set Layers[/subsection] Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. …
These can consist of setting changes as well as adding or removing bindings from the base action set. More than one layer can be applied at a time and will be applied consecutively. …