[subsection=IsScreenshotsHooked]IsScreenshotsHooked[/subsection] [code=cpp]bool IsScreenshotsHooked();[/code] Checks if the app is hooking screenshots, or if the Steam Overlay is handling them. This can be toggled with [api]ISteamScreenshots::HookScreenshots[/api]. [b]Returns:[/b] bool [b]true[/b] if the game is hooking screenshots and is expected to handle them; otherwise, [b]false[/b]. …
[b]Returns:[/b] bool [subsection=TriggerScreenshot]TriggerScreenshot[/subsection] [code=cpp]void TriggerScreenshot();[/code] Either causes the Steam Overlay to take a screenshot, or tells your screenshot manager that a screenshot needs to be taken. Depending on the value of [api]ISteamScreenshots::IsScreenshotsHooked[/api]. …
[section=PerformanceGraph]Performance Graph[/section] You can turn on the in-headset performance graph from the Quick Access Menu: click the Clock button in the lower right hand corner of the Dashboard, then the Performance button, scroll down to VR Settings and toggle [b]Show Perf Overlay In VR[/b]. [docimg=steamframe-perfgraph2.png]steamframe-perfgraph2.png[/docimg] The overlay is made of 2 parts: a colored history graph representing game frame times and some raw numbers. …
[/callout] [olist] [*]Open the VR dashboard, navigate to the Steam overlay, then to VR Settings. [*]Enable Advanced Settings if it's not already enabled. [*]Go to the Developer settings tab and scroll down to [b]Record Tracking Data[/b]. [*]Select if you want to include camera/screen/audio data with the dataset. [*]Then click [b]START[/b] next to [b]Record Tracking Data[/b]. [*]You should see a recording icon at the top of your view. …
A touch menu is an on-screen overlay of game actions, displayed as a grid of choices selectable with a controller. These are very similar to [doclink=features/steam_controller/radial_menus][/doclink], except that instead of aiming a virtual pointer to select an action, the player must touch a specific location on the input device. …
If you want the user to select from a list of friends to invite to a lobby, you can call [api]ISteamFriends::ActivateGameOverlayInviteDialog[/api]. This will activate the Steam in-game overlay to a dialog designed for inviting friends to the current lobby. …
[/list] Once enabled for your own game, you can easily open your Item Store page from within your game by launching the Steam Overlay and passing it this page’s URL. Or you can link to this page from your own website or store page. Your top-selling items will even automatically appear on your base game’s store page to help customers find your items. …
A radial menu is an on-screen overlay of game actions, displayed as a ring of choices selectable with a controller. These are very similar to [doclink=features/steam_controller/touch_menus][/doclink], except that instead of selecting a specific location on the touch surface, the player must aim the virtual pointer at the option they want and then select it to fire the action. …
Here's an example of radial menus used for quick spell selection in [i][url=http://store.steampowered.com/app/218410]Defender's Quest: Valley of the Forgotten[/url][/i]: [docimg=dqdx_radial_menu.png]dqdx_radial_menu.png[/docimg] That radial menu in the center of the screen is [i]not[/i] part of [i]Defender's Quest's[/i] code. It's entirely driven by the Steam overlay and the Steam Input configurator. As far as the [i]Defender's Quest[/i] application is concerned, it's simply receiving actions from the Steam Input API. …
[/td][/tr] [tr][td][api]ISteamController[/api][/td][td]Steam Controller support API (deprecated and replaced with ISteamInput)[/td][/tr] [tr][td][api]ISteamFriends[/api][/td][td]Interface to access information about individual users and interact with the [doclink=features/overlay][/doclink].[/td][/tr] [tr][td][api]ISteamGameCoordinator[/api][/td][td]Functions for sending and receiving messages from the Game Coordinator.…
[subsection]Show Virtual Keyboard[/subsection] [docimg=legacy_show_keyboard.png]legacy_show_keyboard.png[/docimg] This brings up the on-screen virtual keyboard via the Steam overlay. [subsection]Take Screenshot[/subsection] [docimg=legacy_screenshot.png]legacy_screenshot.png[/docimg] This takes a screenshot. …
[subsection]Visible mouse regions[/subsection] If you select "Toggle Controller HUD" from the Big Picture Mode overlay, you'll see an on-screen indication of your mouse region, which is useful for setting it up the first time. [docimg=toggle_controller_hud.png]toggle_controller_hud.png[/docimg] The shape of the mouse region depends on the controller and input. …
For example, no fake 'wishlist' or 'buy now' buttons, no mock ups of other game capsules, no faux pricing informational overlays, etc. [*][b]No advertising other games via your Store Page descriptions[/b] - You Store Page descriptions should focus on the product at hand. …
This feature is enabled automatically for games that are listed with Local Multiplayer, Local Co-op, or Shared/Split Screen capability, but you can enable or disable it yourself to match whether this feature is appropriate for your game. Users can invite friends from their friends list in the Steam overlay, and if you want, you can create UI to invite friends directly from your game using the [api]ISteamRemotePlay::BSendRemotePlayTogetherInvite[/api]() function. …
[callout]To assist in evaluating performance, we've added a [doclink=steamframe/compat/perf_criteria]Performance Assessment Overlay[/doclink] to SteamVR. [/callout] [/list] [b]Input[/b] [list] [*][b]controller models[/b]: VR games that render controller models must show Frame's controllers. …
Non-game software may be accepted for distribution if it fits into one of the following categories: [list] [*] Animation & Modeling [*] Audio/Video Production [*] Design & Illustration [*] Photo Editing [*] Educational & Tutorials [*] Finance & Accounting [*] Player Tools [*] SteamVR Tools (Drivers, Overlays, Utilities) [/list] [section]Next Steps[/section] After you have completed onboarding, check out the rest of the documentation for information on managing your partner account, exploring the SDK, and setting up your first product on Steam.…
In addition, the age of the driver can vary between proprietary and open-source versions. [b]Q: The [doclink=features/overlay][/doclink] won't work when launching from outside of Steam.[/b] [b]A:[/b] On Linux you must set the LD_PRELOAD environment variable to load the gameoverlayrenderer.so This will look something like: [code] export LD_PRELOAD=~/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so;~/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so [/code] [b]Q: What runtime should I use for testing my Linux build?…
[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]The app ID the user is buying assets for[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of user making a purchase[/td][/tr] [tr][td][b]assetid0[/b][/td][td]string[/td][td]✔[/td][td]The ID of the first asset the user is buying - there must be at least one[/td][/tr] [tr][td][b]assetquantity0[/b][/td][td]uint32[/td][td]✔[/td][td]The quantity of assetid0's the the user is buying[/td][/tr] [tr][td][b]currency[/b][/td][td]string[/td][td]✔[/td][td]The local currency for the user[/td][/tr] [tr][td][b]language[/b][/td][td]string[/td][td]✔[/td][td]The local language for the user[/td][/tr] [tr][td][b]ipaddress[/b][/td][td]string[/td][td]✔[/td][td]The user's IP address[/td][/tr] [tr][td][b]referrer[/b][/td][td]string[/td][td][/td][td]The referring URL[/td][/tr] [tr][td][b]clientauth[/b][/td][td]bool[/td][td][/td][td]If true (default is false), the authorization will appear in the user's steam client overlay, rather than as a web page - useful for stores that are embedded in products.[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …
Your game will see a [api]ISteamUserStats::UserStatsStored_t[/api] callback, plus one [api]ISteamUserStats::UserAchievementStored_t[/api] callback for each unlocked achievement. The Steam Game Overlay will display a notification panel to the user. [/list] [subsection=AVGRATE]The AVGRATE stat type[/subsection] This type of stat provides some unique and very useful functionality, but it requires a little bit more detail to explain. …
To send the unlock status to the server and to trigger the Steam overlay notification you must call [api]ISteamUserStats::StoreStats[/api]. [b]Returns:[/b] bool This function returns [b]true[/b] upon success if all of the following conditions are met; otherwise, [b]false[/b]. …
[/list] [b]See Also:[/b] [api]ISteamUserStats::SetAchievement[/api], [api]ISteamUserStats::SetStat[/api], [api]ISteamUserStats::StoreStats[/api], [api]ISteamUtils::SetOverlayNotificationPosition[/api], [api]ISteamUtils::SetOverlayNotificationInset[/api] [subsection=RequestCurrentStats]RequestCurrentStats - Deprecated[/subsection] [code=cpp]bool RequestCurrentStats();[/code] This method is deprecated; it is no longer necessary to call this at the beginning of your game Session, as the Steam client will have loaded stats and achievements for your game prior to launch. …
[/callout] [subsection]Action Set Layers[/subsection] In addition to Action Sets you can also overlay incremental changes to the active Action Set with an Action Set Layer. You can use this to handle specializations of a general mode like having a Sniper layer on top of your OnFoot controls or to handle cases when you have in-game UI that pops up over normal gameplay like voting screens. …
You should call this during process shutdown if possible. This will not unhook the [doclink=features/overlay][/doclink] from your game as there's no guarantee that your rendering API is done using it. [subsection=SteamAPI_WriteMiniDump]SteamAPI_WriteMiniDump[/subsection] [code=cpp]S_API void S_CALLTYPE SteamAPI_WriteMiniDump( uint32 uStructuredExceptionCode, void* pvExceptionInfo, uint32 uBuildID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]uStructuredExceptionCode[/b][/td][td]uint32[/td][td]The structured exception code.…
[/td][/tr] [tr=k_ELaunchOptionType_OpenVROverlay][td][b]k_ELaunchOptionType_OpenVROverlay[/b][/td][td]14[/td][td]Runs an OpenVR dashboard overlay.[/td][/tr] [tr=k_ELaunchOptionType_OSVR][td][b]k_ELaunchOptionType_OSVR[/b][/td][td]15[/td][td]Runs game in VR mode using the OSVR SDK.…
Here we will focus on how to best use Steam Input Gamepad Emulation to extend your game's existing controller support. What's Gamepad Emulation? [list] [*] On Windows the Steam Overlay will hook traditional gamepad input APIs such as XInput, DirectInput, RawInput, and Windows.Gaming.Input and inject an emulated Xbox controller device. …