[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. …
[/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. …
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. …
. [*] 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?…
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. …
[/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. …
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. …
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. …
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. …
[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).…
[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(). …
[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).…