[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/v2/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…
[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…
For instance if the player starts a damage over time effect on another player, which kills them 3.5 seconds later, the game could pass -3.5 as the start offset and cause the event to appear in the timeline where the effect started. [/td][/tr] [tr][td][b]flDurationSeconds[/b][/td][td]float[/td][td]The duration of the event, in seconds. …
[/td][/tr] [tr][td][b]flEndOffsetSeconds[/b][/td][td]float[/td][td]The time offset in seconds to apply to the end of the event. Negative times indicate an event that happened in the past.…
Activators let you define simple macros like, "If I hold DOWN for 1 second, repeat DOWN every 0.1 seconds thereafter until release." Ta-da! Now you can scroll through that list in a jiffy just by holding down the button, even though the developers never implemented it! …
Now, whenever Dpad down is pressed and held for longer than 0.15 seconds, every 0.9 seconds therafter it will pulse an additional Dpad down event until the input is released. These timings can of course be adjusted to taste. …
[subsection=BIsTimedTrial]BIsTimedTrial[/subsection] [code=cpp]bool BIsTimedTrial(uint32* punSecondsAllowed, uint32* punSecondsPlayed);[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]punSecondsAllowed[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td]Returns the number of seconds the timed trial will list.…
Time allowed / played refers to offline time, not total time.[/td][/tr] [tr][td][b]m_unSecondsAllowed[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]How many seconds the app can be played in total.[/td][/tr] [tr][td][b]m_unSecondsPlayed[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]How many seconds the app was already played.…
(See [api]steamdatagramrelay[/api]) [subsection=GetLocalPingLocation]GetLocalPingLocation[/subsection] [code=cpp]float GetLocalPingLocation( SteamNetworkPingLocation_t &result );[/code] Return location info for the current host. Returns the approximate age of the data, in seconds, or -1 if no data is available. It takes a few seconds to initialize access to the relay network. If you call this very soon after calling [api]ISteamNetworkingUtils::InitializeRelayNetworkAccess[/api], the data may not be available yet. …
[subsection=IsPingMeasurementInProgress]IsPingMeasurementInProgress[/subsection] [code=cpp]bool IsPingMeasurementInProgress();[/code] Return true if we are taking ping measurements to update our ping location or select optimal routing. Ping measurement typically takes a few seconds, perhaps up to 10 seconds. [section=functions_valve_network_topology]Valve Network Topology Functions[/section] List of Valve points of presence ("POP"), and ping times to them. …
For example, the customer may be going through their Discovery Queue and looking at games that are recommended to them, and you may have less than 10 seconds to make an impression. Or the customer may be watching your trailer without any audio. You will want to think about how long it takes for the customer to learn about your product, and if they can learn about it without audio. …
What is a microtrailer and how is it created?[/h4] A. Microtrailers are 6-second looping videos that summarize a game's trailer for use in quick-view locations throughout the Steam Store, as in the various category hubs, special sale pages, and on the homepage during seasonal sales events. …
[/list] The bottom row is drawn with a gradient color to show passage of time, with the gradient cycling every second. The numbers give additional information on frame times, how the game is submitting frames, and information on power usage. [b]First line[/b]: "G:" is average and peak GPU frame time, "C:" is average and peak CPU frame time, "[xx]" is the target game loop framerate (which might be the display refresh rate, or an integer divisor of it when the game is not making framerate), "aaaaxbbbb" is the resolution of the per-eye images submitted by the game. Note that the average frame times are expressed in frames per second, unless the game renders fast enough and the display switches to reporting the value in milliseconds. [b]Second line[/b]: the first number is how much time SteamVR's compositor is using per frame in milliseconds, the "@" second number is the current frequency of the GPU in MHz, the "xxW" third number is the average power draw over the past two seconds in Watts. …
[subsection]Solution[/subsection] The order of operations can matter here, as setting a build live doesn’t go through the publish process but changing the launch options does. If it’s only a few seconds between the two, it’s unlikely to impact many people as Steam will force an update when the user goes to launch and that should grab the latest launch options. …
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). Limit your encoders group of picture (GOP) to at most two times your framerate." as that is the case where your keyframe interval isn't setup correctly. …
[list][*]A.You may need to refresh the product page after a few seconds. We only display the live broadcast once a connection is established. First viewers will take the longest to establish the connection to the broadcaster. [*]Confirm that you have entered the right appID at [url]https://steamcommunity.com/broadcast/upload[/url]. …
[section=Overview]Overview[/section] The Xbox One controller, originally designed for Microsoft's Xbox One home game console, was the second 3rd-party device to get official Steam Input support (simultaneous with the Xbox 360 controller and generic XInput devices). In contrast to the PlayStation 4 controller and Steam controller, it has neither trackpads nor gyroscope. …
Depending on the users connection to the Steam back-end, this call can take from 300ms to 5 seconds to complete, and has a timeout of 20 seconds. The number of results returned is in the [apitype]ISteamMatchmaking::LobbyMatchList_t[/apitype] call result, which you can then use [api]ISteamMatchmaking::GetLobbyByIndex[/api] to iterate over them all and get their IDs. …
There is no need for the game to do any more authentication steps with lobby users, unless it's looking to see if they're VAC banned (see Valve Anti-Cheat Technology). If a user tries to log in from a second location with the same account, their prior login will automatically be removed from any existing lobbies. [section]Cleaning up[/section] Once the game has started, each user can just leave the lobby with: [api]ISteamMatchmaking::LeaveLobby[/api] Once all the users have left, the lobby is automatically destroyed on the back-end. …
After exiting a VR title, the [b]Performance Assessment[/b] section of the overlay remains visible for up to 30 seconds with the current results, even if a VR title is launched immediately. [section]Interpreting the overlay[/section] The [b]Performance Assessment[/b] section of the overlay is shown near the [b]Performance Graph[/b]. …
[/td] [/tr] [tr] [td][b]PENDING[/b][/td] [td]SteamVR is still collecting data to evaluate performance. This transient state typically lasts a few seconds.[/td] [/tr] [/table] [subsection]Additional information for [b]VERIFIED/PLAYABLE[/b][/subsection] Next to the [b]VERIFIED/PLAYABLE[/b] status, the [b]Average Frame Time[/b] (in milliseconds) is displayed. …
We think customers are better off if a developer can focus on the one best version of their game, rather than making and maintaining many separate builds-- especially if one build ends up as a second-class experience missing some testing or updates. We've spent a lot of effort making it as easy as possible to run that best version on Steam Frame. …
This is looked up via an IP-to-location database. [b]Returns:[/b] const char * [subsection=GetSecondsSinceAppActive]GetSecondsSinceAppActive[/subsection] [code=cpp]uint32 GetSecondsSinceAppActive();[/code] Returns the number of seconds since the application was active. [b]Returns:[/b] [apitype]steam_api::uint32[/apitype] [subsection=GetSecondsSinceComputerActive]GetSecondsSinceComputerActive[/subsection] [code=cpp]uint32 GetSecondsSinceComputerActive();[/code] Returns the number of seconds since the user last moved the mouse. …
See the GetCurrentClientConnections section above for the list.[/td][/tr] [tr][td][b]playtime_seconds[/b][/td][td]uint32[/td][td]total playtime for this game and license type, in seconds, for the requested period.[/td][/tr] [/table] …
Each language can be uploaded individually in VDF files that look like this: [code] "lang" { "Language" "english" "Tokens" { "TheNameOfTheToken" "The localized text associated with the token" "TheNameOfAnotherToken" "The localized text associated with the second token" } } [/code] Alternatively, the tokens for all languages can be uploaded in a single file that looks like this: [code] "lang" { "english" { "Tokens" { "TheNameOfTheToken" "The localized text associated with the token" "TheNameOfAnotherToken" "The localized text associated with the second token" } } "spanish" { "Tokens" { "TheNameOfTheToken" "El texto localizado asociado con el token" "TheNameOfAnotherToken" "El texto localizado asociado con el segundo token" } } } [/code]…
[section=Overview]Overview[/section] The Xbox 360 controller, originally designed for Microsoft's Xbox 360 home game console, was the second third party device to get official Steam Input support (simultaneous with the Xbox One controller and generic XInput devices). In contrast to the Playstation 4 controller and Steam controller, it has neither trackpads nor gyroscope. …
Your game server should call GetReport frequently, at least every couple of seconds, so that it can always be up-to-date. Additional Web APIs for recurring payments are: [list] [*] [webapi]ISteamMicroTxn/CancelAgreement[/webapi] - Cancels a recurring billing agreement. [*] [webapi]ISteamMicroTxn/GetUserAgreementInfo[/webapi] - Get detailed information of the recurring billing agreement for a user. [*] [webapi]ISteamMicroTxn/AdjustAgreement[/webapi] - Add time to the payment schedule of an agreement [/list]…
If you upload larger images (up to 4096px wide), viewers will see an option to see the image in full screen, which can be helpful for roadmaps or images with a lot of text. Animated assets can be a maximum of 12 seconds in duration. When you export videos, include color space information and if possible, set the color space to BT.709. This will guarantee that the final video's color matches the color you expect. …
For example, if they purchased L4D and then 3 weeks later purchased another copy of L4D, a refund request would be denied because the first copy is more than 2 weeks old. If they instead purchased their second copy only 1 week after the first copy, both purchases could be refunded provided there was less than 2 combined hours of playtime on the licenses. [*][h4]Will my location need to be online all the time?…