Steamworks Documentation
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Steam Workshop Implementation Guide

[code=cpp] "workshopitem" { "appid" "480" "publishedfileid" "5674" "contentfolder" "D:\\Content\\workshopitem" "previewfile" "D:\\Content\\preview.jpg" "visibility" "0" "title" "Team Fortress Green Hat" "description" "A green hat for Team Fortress" "changenote" "Version 1.2" } [/code] Notes: [list] [*] The keys map to the various ISteamUGC::SetItem[...] methods. …

For example: [code=cpp]steamcmd.exe +login myLoginName myPassword +workshop_build_item workshop_green_hat.vdf +quit[/code] If the command is successful, the [code-inline]publishedfileid[/code-inline] value in the VDF will be automatically updated to contain the ID of the workshop item. …

Steam Input Gamepad Emulation - Best Practices

Into the Breach uses their own art for Xbox/Steam Controllers: [docimg=intothebreach_xbox.PNG]intothebreach_xbox.PNG[/docimg] PlayStation: [docimg=intothebreach_ps4.PNG]intothebreach_ps4.PNG[/docimg] and Nintendo Switch controllers: [docimg=intothebreach_switchpro.PNG]intothebreach_switchpro.PNG[/docimg] [callout=green]Note: Even when using your own art we suggest you fallback to Steam's art when you don't recognize a controller or call our helper function to find the closest option that existed when your game was released so when future devices are added they have reasonable glyphs.…

[/list] [docimg=steam_input_gamepad_templates.png]steam_input_gamepad_templates.png[/docimg] Steps for setting the template live for your game in Steamworks can be found [url=https://partner.steamgames.com/doc/features/steam_controller/getting_started_for_devs#23]here[/url] [subsection]Creating a custom configuration[/subsection] Configurations can be auto-converted between most controller types, but you'll at a minimum want to make a Steam Controller and Xbox controller configuration. [callout=green]Note: if you plan on taking advantage of device specific features like motion controls you'll want to also have one for PlayStation 4 or Nintendo Switch controllers.…

Store Graphical Assets

[section=small_capsule]Small Capsule [color=#ca5029]Required[/color][/section] [color=green]Good Execution: Logo clearly legible![/color] [docimg=capsule_sm.png]capsule_sm.png[/docimg] [color=#ca5029]Poor Execution: Logo not legible at small size.…

General Concepts

The full list of recognized "input sources" is: [list] [*] Left Trackpad [*] Right Trackpad [*] Center Trackpad [*] Left Joystick [*] Right Joystick [*] ABXY [*] DPAD [*] Left Trigger [*] Right Trigger [*] Gyro [*] Switch [/list] [callout=green, fixed][b]NOTE:[/b] The "Switch" input source is a catch-all for all the physical inputs that don't belong to another group, such as back & start buttons, left & right shoulder buttons, and back paddle grips.…

Advance Access (Beta)

[/list] [section]Full Release of your Game[/section] [callout][b]You still need to click the "big green button" to release your game for all users[/b]. This will transition the game from pre-purchase to release and kick off the [doclink=marketing/visibility#4]Full Release Launch Visibility[/doclink].…

Hosting Third-Party Sales Events

. [*][b]5) No Selling Placement[/b] - You may optionally charge a participation fee for your event's off-Steam features — such as physical booth space at a convention center or a segment in a produced livestream — but you may not charge for placement on your Steam Sale Page. [*][b]6) No Preferential Treatment[/b] - Games should be organized and grouped in a way that’s intuitive for customers, without giving preferential treatment to your own games or the games of your business partners. …

Bundles

[docimg=AdminUI_publish.jpg]AdminUI_publish.jpg[/docimg] [*] [b]Enable Bundle[/b]: Click the green-colored 'Set Live' button to make your bundle live for customers. The bundle page itself should be visible immediately, but it will take a few minutes for the bundle to appear listed as a purchase option on each individual product page for the products in the bundle. …

Demos

[/b] Demos can display on a base game's store page in two different ways: [list] [*]a more subtle option in the right-hand side bar of the base game's store page. [*]a more prominent green box in the center of the base game's store page. [/list] You can toggle those display options manually. In your base game's Edit Store Page section, select the Special Settings tab and scroll down to Associated Demos to see these options. …

Pricing

You can create these packages by going to the “All Associated Packages, DLC, Demos And Tools” page and hitting the green “Create Standard Packages” button up top. You can also send us a note to get help any time, via the Support button at the top of this page. …

Accessibility Features

. [*] Don't rely on full-screen filters. If you provide preset modes for e.g. red/green colorblindness, also provide the ability to pick specific colors for each element. [/list] [subsection=contrast_controls]Contrast Controls[/subsection] [h4]Why is this tag important to players?…

Steam Frame Debugging

The samples on the graph are colored as follows: [list] [*][b]Green[/b] indicates frame times within budget. In other words, they mean that your game is making framerate. [*][b]Yellow[/b] means your game is running at half rate (each submitted frame is taking between 1 and 2 vsync intervals to finish). [*][b]Red[/b] means your game is taking more than 2 vsync intervals to finish each frame. [*][b]Pink[/b] means SteamVR's compositor GPU preemption failed for some reason. …

Sale Page Tools -- Information for Partners

[/b] Critical content should be placed within the template safe area indicated by the 940-pixel-wide lime green box. The artwork can bleed out to the sides and down the page as desired. For example, you can run the background artwork at 1789 pixels width with a gradient fade to a solid color on the sides and bottom and then set the page background color to match this solid color in Steamworks. …

Steam Next Fest

Once you complete your registration checklist, be sure to save and confirm that your base game is registered for Next Fest. You should see a green checkmark on the App Landing Page. [docimg=successful_registration]successful_registration[/docimg] [subsection=workback]Workback Timeline[/subsection] The timeline below is a general example of what to expect and prepare for once you have registered. …

Getting Started for Developers

You can either: [list] [*]fall back to the image returned by [api]ISteamInput::GetGlyphForActionOrigin[/api] when you don't recognize an action origin [*]call [api]ISteamInput::TranslateActionOrigin[/api] to get the closest equivalent glyph that existed when the version of the Steamworks SDK existed, ex: PS6 Cross Button translated into PS5 Cross Button [/list] [callout=green] [h3]Poll continuously![/h3] Please note that the user can change their configuration at any time. To help with this, we've ensured the [api]ISteamInput::GetDigitalActionOrigins[/api] and [api]ISteamInput::GetAnalogActionOrigins[/api] functions are extremely cheap to call. …

Input Source Modes

It's the next best option to the real thing for providing an emulated 1:1 response. [callout=green][b]NOTE:[/b] Since this mode is seen by the game as a joystick, the sensitivity response is limited by the game's gamepad sensitivity settings. …

ISteamController Interface (Deprecated)

[b]Example:[/b] [code=cpp]void updateStateLoop() { switch( currentState ) { case MENU: SteamController()->ActivateActionSet( controllerHandle1, menuSetHandle ); doMenuStuff(); break; case WALKING: SteamController()->ActivateActionSet( controllerHandle1, walkingSetHandle ); doWalkingStuff(); break; case DRIVING: SteamController()->ActivateActionSet( controllerHandle1, drivingSetHandle ); doDrivingStuff(); break; case FIGHTING: SteamController()->ActivateActionSet( controllerHandle1, fightingSetHandle ); doFightingStuff(); break; } }[/code] [callout=green] [h3]Activate All Controllers[/h3] Oftentimes, you'll want to activate all the controllers at once, rather than a single device. …

[/td][/tr] [tr][td][b]nColorG[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The green component of the color to set (0-255).[/td][/tr] [tr][td][b]nColorB[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The blue component of the color to set (0-255).…

ISteamRemotePlay Interface

[subsection=CreateMouseCursor]CreateMouseCursor[/subsection] [code=cpp]RemotePlayCursorID_t CreateMouseCursor( int nWidth, int nHeight, int nHotX, int nHotY, const void *pBGRA, int nPitch = 0 );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]nWidth[/b][/td][td]int[/td][td]The width of the cursor, in pixels[/td][/tr] [tr][td][b]nHeight[/b][/td][td]int[/td][td]The height of the cursor, in pixels[/td][/tr] [tr][td][b]nHotX[/b][/td][td]int[/td][td]The X coordinate of the cursor hot spot in pixels, offset from the left of the cursor[/td][/tr] [tr][td][b]nHotY[/b][/td][td]int[/td][td]The Y coordinate of the cursor hot spot in pixels, offset from the top of the cursor[/td][/tr] [tr][td][b]pBGRA[/b][/td][td]const void *[/td][td]A pointer to the cursor pixels, with the color channels in red, green, blue, alpha order[/td][/tr] [tr][td][b]nPitch[/b][/td][td]int[/td][td]The distance between pixel rows in bytes, defaults to nWidth * 4[/td][/tr] [/table] Create a cursor that can be used with SetMouseCursor(). …

ISteamInput Interface

[b]Example:[/b] [code=cpp]void updateStateLoop() { switch( currentState ) { case MENU: SteamInput()->ActivateActionSet( inputHandle1, menuSetHandle ); doMenuStuff(); break; case WALKING: SteamInput()->ActivateActionSet( inputHandle1, walkingSetHandle ); doWalkingStuff(); break; case DRIVING: SteamInput()->ActivateActionSet( inputHandle1, drivingSetHandle ); doDrivingStuff(); break; case FIGHTING: SteamInput()->ActivateActionSet( inputHandle1, fightingSetHandle ); doFightingStuff(); break; } }[/code] [callout=green] [h3]Activate All Controllers[/h3] Oftentimes, you'll want to activate all the controllers at once, rather than a single device. …

[/td][/tr] [tr][td][b]nColorG[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The green component of the color to set (0-255).[/td][/tr] [tr][td][b]nColorB[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The blue component of the color to set (0-255).…

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