Learn more about [doclink=store/application/packages/autogrants][/doclink]. [/list] [subsection]Method 2: Multiple Steamworks Partner Accounts[/subsection] This method may be useful when a publisher is sharing access with a development studio, or when both parties already have Steamworks partner accounts set up. …
If the latter, you'll need some help from Valve to get this set up, so please [url=https://help.steampowered.com/en/wizard/Login?redir=%2Fen%2Fwizard%2FHelpWithPublishing%3Fissueid%3D903&title=Sign+in]contact Valve[/url] if this is the case. [*][h4]If my game is published by a different company, how do I create a new Steamworks account without creating a new app and paying the app fee?…
They will continue to be usable but it's highly recommended that you use the latest version. Change history: [list] [*] [b]Version 2[/b] - Removes element names from arrays [/list] The response from the call will look something like this: [code] "response":{ "players":[ { "steamid":"77561198355051011", "communityvisibilitystate":1, "profilestate":1, "personaname":"Mister Manager", "lastlogoff":1556305001, "profileurl":"https://steamcommunity.com/profiles/77561198355051011/", "avatar":"https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/32/32f70a383a437d03af91d2f01a0776adf75201b5.jpg", "avatarmedium":"https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/32/32f70a383a437d03af91d2f01a0776adf75201b5_medium.jpg", "avatarfull":"https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/32/32f70a383a437d03af91d2f01a0776adf75201b5_full.jpg", }, { "steamid":"77561197978236369", "communityvisibilitystate":3, "profilestate":1, "personaname":"Olive The Dog", "lastlogoff":1556239336, "profileurl":"https://steamcommunity.com/id/olive_the_dog/", "avatar":"https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/41/555d2fbb879593c0565ce0489428a09c019feffa.jpg", "avatarmedium":"https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/41/555d2fbb879593c0565ce0489428a09c019feffa_medium.jpg", "avatarfull":"https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/41/555d2fbb879593c0565ce0489428a09c019feffa_full.jpg", } ] } [/code] [section=GetPublisherAppOwnership]GetPublisherAppOwnership[/section] [code=http]GET https://partner.steam-api.com/ISteamUser/GetPublisherAppOwnership/v4/[/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.…
[/td][/tr] [tr][td][b]vanityurl[/b][/td][td]string[/td][td]✔[/td][td]The vanity URL to get a SteamID for[/td][/tr] [tr][td][b]url_type[/b][/td][td]int32[/td][td][/td][td]The type of vanity URL. 1 (default): Individual profile, 2: Group, 3: Official game group[/td][/tr] [/table] …
Create 1-4 of these, ideally. All assets should be looping, and under 2MB. [/h4] [list][*]224 x 224px APNG (animated .png) <2MB [*]224 x 224px .png (still)[/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/steamhweensale2020GIF2.gif[/img] [url=https://store.steampowered.com/points/shop/c/avatar](Click here to see examples live in the Points Shop.)…
Stickers should be a looping APNG (plus one still frame PNG), clearly expressing some emotion or idea (without words) at 150x150px (under 300KB), with alpha transparency in each frame. Create 2-6 of these, ideally. [url=https://store.steampowered.com/points/shop/c/stickers](Click here to see examples live in the Points Shop.)…
The URL format for this page is as follows: https://store.steampowered.com/verified/<appid> More pretty examples: [docimg=Example_2.png]Example_2.png[/docimg] [subsection]Requirements[/subsection] To enable this page, the game must have received Verified status and must have [b]at least one[/b] trailer published to the store page that is marked as safe for all ages.…
[docimg=steamworks_steam_input_custom_config.png]steamworks_steam_input_custom_config.png[/docimg] And from the selection below, select "Add Custom Configuration." [docimg=steamworks_steam_controller_custom2.png]steamworks_steam_controller_custom2.png[/docimg] [*] Paste the file ID of your public configuration into the box, and click the OK button. …
To do this, simply create multiple configurations and publish them each via step 2. Then, in step 3, paste all the file IDs for your configurations into the box, separated by the comma character (,) characters. The first one on the list will be considered the highest priority, and will be picked by default for new players. …
[subsection]Example Files[/subsection] [list] [*][docfile=portal2_actions.vdf]portal2_actions.vdf[/docfile] for [url=http://store.steampowered.com/app/620/Portal_2/]Portal 2[/url] [*][docfile=defenders_quest_actions.vdf]defenders_quest_actions.vdf[/docfile] for [url=http://store.steampowered.com/app/218410]Defender's Quest: Valley of the Forgotten[/url] [*][doclink=features/steam_controller/iga_examples]IGA template files[/doclink] (not from any actual game, but meant as starting material for various genres). …
[b]StickPadGyro Actions[/b] Let's start by adding some [code-inline]StickPadGyro[/code-inline] (2-axis analog) actions. How about something to move the character around -- we'll call it "Move", and something to control the camera -- we'll call it "Camera.…
[section]Homepage Editor Tools Overview[/section] https://www.youtube.com/watch?v=kjhqm6Y2CFY [section]To start using the new editor[/section] Visit your developer or publisher homepage and then the following: [olist] [*]Click the 'admin' tab. [*]Select "Creator Home v2" on the left-hand side of admin options. [*]Click "Create New" to set up a new homepage. …
[olist] [*]From your developer homepage, select the 'admin' tab [*]Then click on one of the list options in the left-hand menu. [/olist] [docimg=Homepage_Valve_Lists2.png]Homepage_Valve_Lists2.png[/docimg] [section]Previewing a new homepage[/section] While using the editing tools, you can click 'live preview' in the upper-right corner of the editor to get a second window that shows your work in progress within the context of your homepage header. …
[section]Peer-to-peer games[/section] For peer-to-peer traffic on Steam, all you need to do to take advantage of SDR is to use APIs such as [api]ISteamNetworkingSockets::CreateListenSocketP2P[/api] and [api]ISteamNetworkingSockets::ConnectP2P[/api]. Steam will take care of everything else. For other platforms and stores, read more about additional technical requirements below. …
[section]Simple Connection Flow to Dedicated Server Without Game Coordinator[/section] If you don't have your own central matchmaking / login service (we sometimes call this the "game coordinator") that assigns players to servers, or just want to keep things as simple as possible, then you can connect to a dedicated server in a known data center using [api]ISteamNetworkingSockets::CreateListenSocketP2P[/api] and [api]ISteamNetworkingSockets::ConnectP2P[/api]. In this case, the connection begins on the client just like an ordinary P2P connection. …
After you have plugged it in, press the power button to turn it on, then follow the in headset instructions to get through the initial update. After the headset reboots, log into Steam. [docimg={62DA2CEA-FD49-491C-8E01-B983CBEC377F}.png]{62DA2CEA-FD49-491C-8E01-B983CBEC377F}.png[/docimg] [section]Developer Mode[/section] When you get your frame the first thing you will want to do is turn on [b]Developer Mode[/b]. …
Once connected, click this same button to disconnect from wireless streaming. [docimg=steamframe-streamtopc2.png]steamframe-streamtopc2.png[/docimg] [i]Note: SteamVR will automatically reconnect to the last wireless headset it was launched with, so you can just launch SteamVR from the PC rather than needing to initiate from in-headset each time. …
This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that stay around after players leave (such as Team Fortress 2). [section]Steam Server Browser[/section] A large part of the game server experience on Steam comes from the unified server browser. …
id=<file id> [/code] For example, here are a few examples from Portal 2's [url=https://steamcommunity.com/app/620/workshop/]Workshop[/url] and [url=https://steamcommunity.com/app/620]Community Hub[/url]. …
Here is an example of the first [url=https://steamcommunity.com/games/portal2/announcements/detail/92679896001484067]Portal 2 update event[/url]. [docimg=2019-09-18_13-59-10.png]2019-09-18_13-59-10.png[/docimg] [subsection=medal]Medal.tv[/subsection] It might be fun to share an epic moment from your gaming sessions in your game's announcements. …
Your Store Page descriptions can be found in each app of Steamworks under Store Presence > Edit Store Page > Description [section]Your Product's Short Description[/section] Your product's short description is meant to be a brief synopsis, used in locations on Steam where real estate is limited, most notably at the very top of your game's store page. [docimg=short_description_example2.jpg]short_description_example2.jpg[/docimg] [subsection]Short Description Best Practices[/subsection] [list] [*][b]Focus on Your Product's Unique Value Proposition[/b] - There are a million things to say about any game, but the short description will need to quickly convey why a customer would want to learn more about [i]this[/i] game in particular. …
This includes via embedded images, QR codes and even implied URLs via text such as "DOTA2 DOT COM". Instead, you should use the specific link fields provided if you want to link tocommon social media platforms or your own website. …
We have found that for our own games it works best to release major updates every 1-2 months at most. This let us put together a big enough update to be exciting and compelling, and allowed for time to tease or pre-announce those updates before they ship to build anticipation. …
[/olist] [b]Examples[/b] As an example of the kinds of update announcement pages that we at Valve have put together for some of our own games, you can see the latest updates for Counter-Strike 2 listed down the right-side of the [url=https://www.counter-strike.net/home]CS2 website[/url], or some updates for Dota 2 [url=http://www.dota2.com/700]here[/url] and [url=http://www.dota2.com/darkrift]here[/url]. …
Once you enable Smart Section, you will see a few options for which smart section criteria to use for this section. [subsection]2. Using filters (requires a linked app list)[/subsection] If you have more than about 50 games, and if you want to organize them by genre or tag, you may want to use the linked app list. …
There are a few different options to make the layout interesting. 2/3/4/3 [subsection]Special options for single item-per-row[/subsection] If you choose to display a single (1) item per row, then you'll find a new set of options appears for how to display that single item. …
Example: to take a specific event like TI6, Valve would create a cover image focusing on "The International" rather than a generic use of "Dota 2". Example cover images: [docimg=capsule_examples.jpg]capsule_examples.jpg[/docimg] When viewed inside the Steam Library: [docimg=event_example_home_862.jpg]event_example_home_862.jpg[/docimg] [section]Event/Announcement Detail Page[/section] [b]The guts of your event/announcement.…
So, in addition to text and static images, feel free to include Steam Store widgets or YouTube videos. [docimg=event_example_detail_lg2.jpg]event_example_detail_lg2.jpg[/docimg] [section]Steam Library - Game Details Page[/section] Your game details page in the Steam Library includes three image types to convey information about the state of your game. …
[introblock=LIvestream_2.gif] [h5]In Brief[/h5]Set up a livestream to appear on your game's store page, developer homepage or special sale landing page. [h5]Level of integration[/h5]Basic streaming of your gameplay through Steam is built in. …
Steam, Twitch, YouTube, Facebook, Mixer etc.). Here's an illustration on how it works. [docimg=Schematic2.JPG]Schematic2.JPG[/docimg] [subsection]What you need to get started[/subsection] A publisher or developer can get started with broadcasting to Steam with the following. …
IPv6 is always used; IPv4 is represented using "IPv4-mapped" addresses: IPv4 aa.bb.cc.dd => IPv6 ::ffff:aabb:ccdd. (See [url=https://tools.ietf.org/html/rfc4291#section-2.5.5.2]RFC 4291[/url] section 2.5.5.2.) [code] struct SteamNetworkingIPAddr { void Clear(); // Set everything to zero. E.g. [::]:0 bool IsIPv6AllZeros() const; // Return true if the IP is ::0. …
See k_ESteamNetworkingSendType_ReliableNoNagle, [api]ISteamNetworkingSockets::FlushMessagesOnConnection[/api], [api]ISteamNetworkingMessages::FlushMessagesToUser[/api] Migration note: This is NOT the same as k_EP2PSendReliable, it's more like k_EP2PSendReliableWithBuffering [code]const int k_nSteamNetworkingSend_ReliableNoNagle = k_nSteamNetworkingSend_Reliable|k_nSteamNetworkingSend_NoNagle;[/code] Send a message reliably, but bypass Nagle's algorithm. …
[docimg=action_set_layers_basic_1.png]action_set_layers_basic_1.png[/docimg] When the player selects a class, the appropriate layer is added, e.g. "sniper" [docimg=action_set_layers_sniper_2.png]action_set_layers_sniper_2.png[/docimg] The code for this might look something like: [code=cpp] void changeClass(EClassID myClass) { if(myClass == SNIPER) { SteamInput()->ActivateActionSetLayer( controllerHandle1, sniperLayerHandle ); } //logic for other classes } [/code] If the player enters or exits a vehicle, the controls for the vehicle layer are activated/deactivated on those state changes, adding or removing new controls for vehicle specific functions. …
[docimg=action_set_layers_scope.png]action_set_layers_scope.png[/docimg] [code=cpp] void useScope(bool entering) { if(entering) { SteamInput()->ActivateActionSetLayer( controllerHandle1, scopeHandle ); //apply the scoped-in layer when you scope in } else { SteamInput()->DeactivateActionSetLayer( controllerHandle1, scopeHandle ); //remove the scoped-in layer when you lower the scope } } [/code] Here's how all the layers combine. [docimg=action_set_layers_result_2.png]action_set_layers_result_2.png[/docimg] Note how layers can not only add new actions on top of underyling layers, they can also override previous bindings -- in this case, the vehicle-specific "brake" and "gas" actions override the basic layer's "jump" and "interaction" actions, and "steer" overrides the "move" action bound to the trackpad and joystick on the base layer, and in turn is overriden by the "aim" action from the scoped-in action set layer. …
[/callout] If you are using Git on the command line, you can cherry pick it using the following command: [code]git remote add valve git@github.com:Valve-VR/UnrealEngine.git git fetch valve 751cf4a5135bb0ac0167260e7012b974085534b2 git cherry-pick 751cf4a5135bb0ac0167260e7012b974085534b2[/code] Or by using your Git GUI client of choice. [callout]For 5.7 use https://github.com/Valve-VR/UnrealEngine/commit/d678d468040336c0d2ecbba5c877ed8145497713[/callout] If you have not set up Unreal to build before, please see Epic's [url=https://dev.epicgames.com/documentation/en-us/unreal-engine/building-unreal-engine-from-source]Getting Started guide[/url] for more information. …
Binned3 allocates a large chunk of memory at the beginning of the app load, which is unfortunately too large, and causes an out of memory (OOM) crash. To fix this, restore the Binned2 allocator in your project’s Target.cs file with the following line: [code]StaticAllocator = StaticAllocatorType.Binned2;[/code] [subsection]Can’t Install APK on Lepton because of SDK Error[/subsection] If you see an error like the following when installing the APK on Lepton, it indicates that the Project is built with a version of the Android SDK / NDK that is too new for the version of Android on the device. …
If you believe your key is compromised, you can invalidate it and generate a new one on this page. [/callout] [docimg=stream2.png]stream2.png[/docimg] [*]Enter Your Game's AppID You can see your game’s App ID by visiting your game’s App landing page in Steamworks or going to your game’s Steam store page--your appID is in the URL. …
[docimg=stream6.png]stream6.png[/docimg] [*]In the “Server” field, use the RTMP URL generated under the “Upload Server” field at http://steamcommunity.com/broadcast/upload/ [*]In the “Stream Key” field, enter the token provided at http://steamcommunity.com/broadcast/upload/ [*]In OBS, navigate to File-->Settings-->Output [docimg=stream7.png]stream7.png[/docimg] [*]Under Output Mode, select “Advanced” in the drop-down menu. [*]On the Streaming tab, enter Keyframe Interval to 2. [u]Note: This step is important. Without this setting your stream will fail to start.[/u]. If you're stream is interrupted frequently then check your [url=https://steamcommunity.com/broadcast/history]broadcast history[/url] to see if you are hitting an error like the following: "Make sure your upload key-frame interval is set to 2 seconds and use constant bitrate (CBR). …