Steamworks Documentation
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Steam Input

v=7I4SiAiKqqk[/url] [url=http://cdn.akamai.steamstatic.com/apps/steamdevdays/slides2016/SteamController.pdf]Slides - PDF[/url] [url=http://www.gamasutra.com/blogs/LarsDoucet/20161012/283057/Steam_Dev_Days_Steam_Controller.php]Slides - HTML[/url] And for a specific applied example and case study, you should read this article: [url=http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configurators_Untapped_Power.php]The Steam Controller Configurator's Untapped Power[/url] With those two things under your belt, you're ready to dig into the nitty-gritty details of this document! …

ISteamMicroTxn Interface

[/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.…

Steam Controller (2015)

The gyro is fully able to detect all three axes of motion (pitch, yaw, and roll), and has been put to great use as an aim device in first-person shooters, among other applications. [docimg=steam_controller_gyro.png]steam_controller_gyro.png[/docimg] [subsection=BLE]BLE FW Update[/subsection] The Windows FW update tool installing the BLE FW image or rolling back to production FW can be found here: [docfile=Steam_Controller_FW_Update_Tool_5b0f21bd.zip]Steam Controller FW Update Tool[/docfile]…

Anti-cheat and Game Bans

For an introduction to anti-cheat and general best practices, we recommend that you watch the [url=http://steamcommunity.com/devdays]Steam Dev Days[/url] talk "Anti-Cheat for Multiplayer Games" ([docfile=AntiCheat.pdf]slides[/docfile]) https://www.youtube.com/watch?v=hI7V60r7Jco [subsection=GameBans]Game Bans[/subsection] [docimg=game_banned.png][/docimg] Game Bans allow you to utilize Valve’s banning infrastructure rather than implement your own ban tracking system. …

Stats and Achievements

[/list] [b]AVGRATE[/b] stats have the following additional properties: [list] [*] Window - The size of the "sliding window" used to average your data. [/list] An [b]AVGRATE[/b] stat is one that is automatically averaged by Steam. See the [doclink=#AVGRATE]AVGRATE[/doclink] section below for more information. …

If they increase their skill, they will not see the increase in Points Per Hour that they expect. The AVGRATE stat type lets you implement a "sliding window" effect on the average. For instance, you can utilize only the previous few hours of gameplay, so the statistic will more accurately reflect the player's current skill level. …

Sony PlayStation 4 Controller

[docimg=ds4_controller_touchpad.png]ds4_controller_touchpad.png[/docimg] [subsection=GYRO]Gyro sensor[/subsection] [b]Analog, 3 axes[/b] Like the Steam controller, the PlayStation 4 controller also has a built-in gyro sensor with similar functionality, and likewise has 3 axes of motion (pitch, yaw, and roll). [docimg=ds4_controller_gyro.png]ds4_controller_gyro.png[/docimg] …

Top Sellers Lists

[section]Frequently Asked Questions[/section] [b]Q: How do the real-time top sellers chart work?[/b] A: For each game, we roll up all the player spending from the trailing 24 hours, and then add extra weight to spending in the last 3 hours. That extra weighting of the most recent spending helps Steam to more quickly reflect changes, like a popular new release or a game trending upward. …

Performance Assessment Overlay (VR titles)

[/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. This average is a rolling window of the last 32 frames. Next to the it, the [b]Target Frame Time[/b] (in milliseconds) is displayed. The target is calculated based on the minimum required display refresh rate and includes the required headroom for SteamVR. …

Steam Deck FAQ

Right now we're using 5.13, and we're working on an update to 5.15, and we'll continue to roll out those changes to whatever's latest, moving forward. [b]Will SteamOS have a read-only immutable OS file system?[/b] Yes. …

[/b] Yes, we're working with both Unity and Epic on making sure Unreal and Unity engines have integrations that make the development experience for Deck as smooth as possible. And going forward we expect there will be improvements rolling into those engines over time to further integrate with our development tools and to make those engines a great target for Steam Deck. …

Unreal Engine

This code adds support for detecting the device on startup and setting scalability, adds support for additional texture formats on LinuxArm64, as well as provide a few feature fixes to Unreal Engine that should be rolled into future Engine updates. If you are using Git on the commandline, and assuming you already cherry picked the Android support changelist from the first section of this document, cherry pick the additional change: [code]git fetch valve d4e9e50790e1197565ef8486eb33bdfc2490b37f git cherry-pick d4e9e50790e1197565ef8486eb33bdfc2490b37f [/code] Or by using the Git GUI client of choice. …

steamnetworkingtypes.h

Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data. The Nagle algorithm is used. See notes on k_ESteamNetworkingSendType_Unreliable for more details. …

Input Source Modes

[/td][/tr] [tr][td]Trigger Press Mouse Dampening (Amount)[/td][td]0.0-1.0[/td][td]This sets how much the mouse movement should be dampened. Slide to the right to further stop mouse movement.[/td][/tr] [/table] [section]Radial Menu[/section] This input will act as a Radial Menu. …

ISteamNetworking Interface

Does fragmentation/re-assembly of messages under the hood, as well as a sliding window for efficient sends of large chunks of data.[/td][/tr] [tr=k_EP2PSendReliableWithBuffering][td][b]k_EP2PSendReliableWithBuffering[/b][/td][td]3[/td][td]As above, but applies the Nagle algorithm to the send - sends will accumulate until the current MTU size (typically ~1200 bytes, but can change) or ~200ms has passed (Nagle algorithm). …