It is available for game depots and game language selection in the per-game settings panel. But the Steam UI itself is not currently translated into Arabic and players cannot select Arabic as one of the languages to run Steam in. …
This feature is enabled the default location (near top of the page) via the 'General Page Configuration' panel within the right hand panel 'Show creator capsule for this event'. This is off by default, however, you can enable it. You can also control the location where this widget appears by creating a regular sale section and then changing what should be featured in this section to "Curator or Creator Home section". …
Spoiler and archived achievements aren't shown in the achievements panel on your store page. [subsection]Completion[/subsection] Completion is tracked per set: [list] [*] A player completes a set by unlocking every achievement in it that is still available. …
[/td] [/tr] [tr] [/tr] [/table] [subsection]Store Pages[/subsection] The achievements panel on your store page shows achievements from your game, excluding spoiler and archived achievements. DLC store pages show achievements from that DLC's set. …
[doclink=store/assets/overrides]More about Artwork Overrides[/doclink] [*][b]Post an Announcement[/b] - When you post an event or announcement, it will appear to any customer that is following your game (which they can do from your community hub or store page), on your store page, within the Steam library, and will be accessible from the Steam client 'downloads' panel. More about [doclink=marketing/event_tools]Events and Announcements[/doclink] [*][b]Run a discount[/b] - To get the most out of a major content update, you may want to think about timing it with a discount on your game. …
The Steam Cloud Quota can be configured with the following steps: [olist] [*] Navigate to the [url=https://partner.steamgames.com/apps/cloud/]Steam Cloud Settings[/url] page in the App Admin panel. [*] Set the [b]Byte quota per user[/b] and [b]Number of files allowed per user[/b] to appropriate values for preview image storage [*] Click Save [*] From the [b]Publish[/b] tab, click [b]Prepare for Publishing[/b] [*] Click [b]Publish to Steam[/b] and complete the process to publish the change. [/olist] Enabling the [api]ISteamUGC[/api] API can be accomplished with the following steps: [olist] [*] Navigate to the [url=https://partner.steamgames.com/apps/workshop/]Steam Workshop Configuration[/url] page in the App Admin panel. [*] Find the [b]Additional Configuration Options[/b] section. [*] Check [b]Enable ISteamUGC for file transfer[/b]. [*] Click [b]Save[/b]. [*] From the [b]Publish[/b] tab, click [b]Prepare for Publishing[/b]. [*] Click [b]Publish to Steam[/b] and complete the process to publish the change. …
This can be done from the [url=https://partner.steamgames.com/apps/vac/]Anti-Cheat Configuration[/url] page in the App Admin panel. [b]NOTE:[/b] This is a Service interface, methods in this interface should be called with the [code-inline]input_json[/code-inline] parameter. …
[docimg=Events_FeaturedEventExample.png]Events_FeaturedEventExample.png[/docimg] [section]Creating New Events[/section] To create a new event or announcement, you can follow the same paths you're accustomed to: [list] [*]From your app landing page in Steamworks, click your Hub Admin panel: [docimg=post_announcement_1.JPG]post_announcement_1.JPG[/docimg] [/list] [subsection=categorization]Categorization[/subsection] To create a new event, you'll first be asked to select a category and sub-category. …
The uploading Steam partner account needs 'Edit App Metadata' privileges [*] [code-inline] Desc [/code-inline] - The description is only visible to you in the 'Your Builds' section of the App Admin panel. This can be changed at any time after uploading a build on the 'Your Builds' page. [*] [code-inline] ContentRoot [/code-inline] - The root folder of your game files, can be an absolute path or relative to the build script file. [*] [code-inline] BuildOutput [/code-inline] - This directory will be the location for build logs, depot manifests, chunk caches, and intermediate output. …
Note that the 'default' branch can not be set live automatically. That must be done through the App Admin panel. [*] [code-inline]Depots[/code-inline] - This section contains all file mappings, filters and file properties for each depot or references a separate script file for each depot [/list] Example app build script [code-inline]"app_build_1000.vdf"[/code-inline] is using all options: [code] "AppBuild" { "AppID" "1000" // Your AppID "Desc" "Your build description here" // internal description for this build "Preview" "1" // make this a preview build only, nothing is uploaded "Local" "..\..…
[section=initial-setup]Initial Setup[/section] To set up Steam Cloud you must set the [code-inline]Byte quota per user[/code-inline] and [code-inline]Number of files allowed per user[/code-inline] options on the [url=https://partner.steamgames.com/apps/cloud/]Steam Cloud Settings[/url] page in the Steamworks App Admin panel. This quota is enforced on each Cloud-enabled game, on a per-user-per-game basis. It's recommended to set the values to reasonable amounts for your game title. …
[b]Returns:[/b] bool Always returns [b]true[/b]. [subsection=ShowBindingPanel]ShowBindingPanel[/subsection] [code=cpp]bool ShowBindingPanel( ControllerHandle_t controllerHandle );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]controllerHandle[/b][/td][td][apitype]ISteamController::ControllerHandle_t[/apitype][/td][td]The handle of the controller you want to bring up the binding screen for.…
[b]Returns:[/b] bool [b]true[/b] for success; [b]false[/b] if overlay is disabled/unavailable, or the user is not in Big Picture Mode. [b]Example:[/b] [code=cpp]SteamController()->ShowBindingPanel( myControllerHandle );[/code] [subsection=ShowDigitalActionOrigins]ShowDigitalActionOrigins[/subsection] [code=cpp]bool ShowDigitalActionOrigins( ControllerHandle_t controllerHandle, ControllerDigitalActionHandle_t digitalActionHandle, float flScale, float flXPosition, float flYPosition );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]controllerHandle[/b][/td][td][apitype]ISteamController::ControllerHandle_t[/apitype][/td][td][/td][/tr] [tr][td][b]digitalActionHandle[/b][/td][td][apitype]ISteamController::ControllerDigitalActionHandle_t[/apitype][/td][td][/td][/tr] [tr][td][b]flScale[/b][/td][td]float[/td][td][/td][/tr] [tr][td][b]flXPosition[/b][/td][td]float[/td][td][/td][/tr] [tr][td][b]flYPosition[/b][/td][td]float[/td][td][/td][/tr] [/table] Deprecated. …
. [*] Use [api]ISteamInput::GetDigitalActionOrigins[/api] and [api]ISteamInput::GetAnalogActionOrigins[/api] to get the origin(s) that the player has assigned to your in-game actions, and show the appropriate glyphs in your onscreen UI. [*] Use [api]ISteamInput::ShowBindingPanel[/api] to pop up the Steam overlay directly into the controller configuration for a specified controller. This means you won't need to make a customization UI. [*] Use [api]ISteamInput::GetInputTypeForHandle[/api] if you want to identify each controller's device model so you can use matching art in game. …
[b]Example:[/b] [code=cpp]// Restore the user default color for controller 1: SteamInput()->SetLEDColor( controller1Handle, 0, 0, 0, k_ESteamInputLEDFlag_RestoreUserDefault ); // Set the color to magenta for controller 2: SteamInput()->SetLEDColor( controller2Handle, 255, 0, 255, k_ESteamInputLEDFlag_SetColor );[/code] [subsection=ShowBindingPanel]ShowBindingPanel[/subsection] [code=cpp]bool ShowBindingPanel( InputHandle_t inputHandle );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]inputHandle[/b][/td][td][apitype]ISteamInput::InputHandle_t[/apitype][/td][td]The handle of the controller you want to bring up the binding screen for.…
In desktop mode a popup window version of Big Picture will be created and open the configuration. [b]Example:[/b] [code=cpp]SteamInput()->ShowBindingPanel( myControllerHandle );[/code] [subsection=Shutdown]Shutdown[/subsection] [code=cpp]bool Shutdown();[/code] Must be called when ending use of the [api]ISteamInput[/api] interface. …
[/td][/tr] [/table] Returns the set of all item definition IDs which are defined in the App Admin panel of the Steamworks website. These item definitions may not necessarily be contiguous integers. This should be called in response to a [apitype]ISteamInventory::SteamInventoryDefinitionUpdate_t[/apitype] callback. …