If you are running under the debugger and stop the process, the clock might not advance the full wall clock time that has elapsed between calls. If the process is not blocked from normal operation, the timestamp values will track wall clock time, even if you don't call the function frequently. …
This can be extremely useful during development, but it can also be useful for troubleshooting problems with tech savvy end users. If you have a console or other log that customers can examine, these log messages can often be helpful to troubleshoot network issues.(Especially any warning/error messages.) …
[/section] See [webapi]IGameNotificationsService[/webapi] for the full list. [list] [*] [webapi]IGameNotificationsService/RequestNotifications[/webapi] [*] [webapi]IGameNotificationsService/CreateSession[/webapi] [*] [webapi]IGameNotificationsService/DeleteSession[/webapi] [*] [webapi]IGameNotificationsService/UpdateSession[/webapi] [*] [webapi]IGameNotificationsService/EnumerateSessionsForApp[/webapi] [*] [webapi]IGameNotificationsService/GetSessionDetailsForApp[/webapi] [/list] [section=LaunchingGameSessions]Launching specific game sessions[/section] Users will be able to view all their active game sessions on their community profile page in Steam. …
Like so: [code]const char *pchSessionID = ISteamApps()->GetLaunchQueryParam("_sessionid");[/code] A game that supports launching directly into a game in this way should call this interface on game launch, determine if the session id string is present and valid for the signed in user, and load the game directly. …
If you’re using a stable release, you will be prompted to install the templates. If you’re using a custom build, use the select file option to select the android template zip file. For more info: https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html [/list] [subsection]Linux Arm64:[/subsection] [list] [*][b]Add a Linux Export Profile[/b] (Use the Add... button) [*][b]Rename the profile[/b] to Steam Frame Arm64 [*][b]Set the Architecture[/b] to arm64 [/list] [/list] [section]Eye Tracking[/section] Steam Frame supports Eye Tracking in Godot using the Eye Gaze Interaction extension. …
[callout]Version 4.2.x is needed for vendor extension support including foveated rendering. 4.2.3 is the minimum version with Linux Arm64 support. 5.x or newer recommended.[/callout] [section]Steamworks[/section] [url=https://codeberg.org/godotsteam/godotsteam/releases]GodotSteam 4.17[/url] and later have the Android ARM64 and Linux ARM64 libraries and should work with Steam Frame. …
[docimg=steam_controller_shoulder_buttons.png]steam_controller_shoulder_buttons.png[/docimg] [subsection=ShoulderTriggers]Shoulder triggers[/subsection] [b]Analog, 1 axis[/b] (+ digital "full pull") The analog triggers on the Steam Controller have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull", similar to the triggers on the Nintendo GameCube controller. …
[section]Overview[/section] Screenshot support is provided automatically through the [doclink=features/overlay][/doclink] to every game through Steam and Steamworks provides a set of APIs designed to interact with this system. …
[section]Steam Screenshots API[/section] The Steamworks SDK provides access to [api]ISteamScreenshots[/api], and enables you to use advanced features and integrate the Steam Screenshots system right into your game for the best experience for your customers. By default Steam will handle taking screenshots, but you can take over control by hooking the screenshots using [api]ISteamScreenshots::HookScreenshots[/api]. …
The [b]SteamOS Devkit Client[/b] facilitates loading game builds directly from your development machine to your Steam Frame, and includes support for other development activities. You can read more about installing and using this tool over in the Steam Deck documentation [doclink=steamdeck/loadgames]here[/doclink]. …
Under Devkits you'll find [b]Connect to devkit by IP[/b] where you can put in [b]frame[/b] or your custom hostname if you've changed it. Then click on the [b]Title Upload[/b] button. [list] [*][b]Name[/b]: This will be the name that appears in your Steam Library on the headset. [*][b]Local Folder[/b]: The location you want to upload files from. …
"Legacy mode" bindings are always available for any game. Even games that support native Steam Input actions still allow the player to mix in legacy mode bindings in the configurator. Through legacy mode, you can rebind any input on your controller to any emulated system input -- mouse, keyboard, or gamepad (ie, XInput events). …
Options include: [list] [*] [b]TURN OFF CONTROLLER[/b] [*] [b]OPEN BIG PICTURE[/b] [*] [b]MINIMIZE BIG PICTURE[/b] [*] [b]QUIT BIG PICTURE[/b] [*] [b]SUSPEND HOST PC[/b] [*] [b]SHUTDOWN HOST PC[/b] [*] [b]RESTART HOST PC[/b] [/list] [subsection]Set Light Options[/subsection] [docimg=legacy_light.png]legacy_light.png[/docimg] This lets you control how the controller's LED functions (if it has one). Only PS4 Controllers support colored light options. [list] [*] [b]Default User Setting[/b] No change to how the light functions [*] [b]Default XInput Slot Number Setting[/b] Slots 1-4 are colored red, blue, green, and purple, respectively. [*] [b]Custom Setting[/b] [list] [*][b]Controller Light Color[/b] Change the color of the light [*][b]Controller Light Saturation[/b] Change the intensity of the light [/list] [/list] [subsection]Music[/subsection] [docimg=legacy_music.png]legacy_music.png[/docimg] This lets you control music playback from your Steam music player. …
[doclink=store/assets/eventassets#header]See details[/doclink][/td] [/tr] [/table] [doclink=store/assets/eventassets]Download Image Templates[/doclink] Beyond these minimum requirements, you may want to craft the body of the post itself to include lots of images, video, and rich description of the update. You can use BBCode to format your post, and our tools support a number of ways of embedding interesting content within the post. [section=build]SteamPipe Builds and Patch Notes[/section] When submitting a new build for your game via SteamPipe, a small prompt will automatically appear to encourage you to also post a patch note for your customers. …
Often developers will use this to write a bullet point list of the changes made. Patch notes following your build updates is helpful for your customers to realize you are continuing work on and improve your game. [docimg=41b67b4a94e6487c5e07c6085dbb9d63d8d9e166.jpg]41b67b4a94e6487c5e07c6085dbb9d63d8d9e166.jpg[/docimg] You can always use the regular event editor to post the patch notes at a later time. …
See [doclink=marketing/event_tools/sales/tools]Sales Landing Page Editor[/doclink] documentation for more on setting up sale page. -- Any sale page can support livestreaming, either from the games included on the sale page, or from specific Steam accounts added to an approval list. Note that Steam generally uses the terms "Livestream" and "Broadcast" interchangeably. …
It will default to show the small capsule for the game being broadcasted and then show a screenshot from the live broadcast when the user hovers over it. This allows Steam customers to quickly browse through available live broadcasts. [docimg=live_stream_widget.png]live_stream_widget.png[/docimg] [subsection]Prioritization order[/subsection] When a person visits your sale page, the Broadcast player will choose a livestream to show based on the following logic: [olist] [*] Broadcasts from Steam accounts explicitly added on the "Broadcast" tab and set to priority "Primary" [*] Broadcasts from either of these sources: [list] [*] Steam accounts explicitly added on the "Broadcast" tab and set to priority "Featured" [*] Broadcasts who have a current live slot in the Event Schedule widget (if a schedule widget is included in the sales events) are treated as equal to "Featured" above [doclink=marketing/event_tools/sales/sections#schedule]Learn more about the event schedule sale section.…
This is useful for creating spatialized ambiences that are fixed in place relative to the virtual world. [*] [b]Use custom HRTFs using SOFA files.[/b] In addition to its built-in HRTF, Steam Audio can spatialize point sources and Ambisonics sources using any HRTF specified by the user. …
[/b] Steam Audio can use multi-core CPUs to accelerate simulation of environmental effects. Steam Audio can also use supported GPUs for accelerating simulation and rendering of environmental effects, while ensuring that its audio workloads do not adversely impact other GPU workloads or frame rate stability. [*] [b]Balance physical realism and artistic intent.…
For this selfie to be valid, we need to be able to clearly see your whole face as well as the critical information that is visible in your document. Specifically: [list] [*]Show your full face, and you holding the same Identification document that you have previously provided [*]Please remove hats, glasses, and other facial obstructions if those items are not visible in your identification document [*]The ID itself must be clear and legible and all four corners and edges must be visible [*]Please send the images as a JPEG / Image file [/list] Examples: [docimg=Id_docs_example_composite2.png]Id_docs_example_composite2.png[/docimg]…
For example, in Dota 2 there are parties of up to 5 people, so we will show the party that is being played with, not the full team of 5 that is match-made by the game. In Counter-Strike, though, 2 friends may be playing on a server together, but rather than showing the whole server as part of the party, only the mutual friends who are playing together are placed in the same Steam Player Group. …
[section]Steam API & Localization[/section] [list] [*]Information about the Steam API calls to set your new rich presence strings, documentation can be found here: https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence [*]As enhanced rich presence can now show strings relating to each game, localization is necessary so that players running in all supported languages can view the information. More information on how that is setup can be found here: https://partner.steamgames.com/doc/api/ISteamFriends#richpresencelocalization [*][b]Once you have hooked up the data appropriately, run the game and make sure you are logged into the Steam on the web and then you can test to see if it's working and what will be displayed here: https://steamcommunity.com/dev/testrichpresence[/b] [/list] Below is a code sample to show how simple it is to set this up. …
[subsection=BIsPhoneVerified]BIsPhoneVerified[/subsection] [code=cpp]bool BIsPhoneVerified();[/code] Checks whether the current user has verified their phone number. See the [url=https://support.steampowered.com/kb_article.php?ref=8625-wrah-9030]Steam Guard Mobile Authenticator[/url] page on the customer facing Steam Support site for more information. …
[subsection=BIsTwoFactorEnabled]BIsTwoFactorEnabled[/subsection] [code=cpp]bool BIsTwoFactorEnabled();[/code] Checks whether the current user has Steam Guard two factor authentication enabled on their account. See the [url=https://support.steampowered.com/kb_article.php?ref=8625-wrah-9030]Steam Guard Mobile Authenticator[/url] page on the customer facing Steam Support site for more information. …
Steam Deck is a next generation handheld gaming device - letting players take their Steam library with them to their couch or on the go. Steam Deck includes a high resolution display, full-size ergonomic controls, updated Steam UI, and enough horsepower to run current-gen games. You can learn about developing for Steam Deck, developer kits, and more by visiting the links below. …
The Tag Wizard helps you identify a breadth of relevant tags across Genres, Visuals & View Points, Themes & Moods, Features, Player support, and more. As the wizard learns about your game, it highlights tags which may be relevant, based on commonalities found among similar titles on Steam. …
So, as a recap, start setting tags and their weight by using the Tag Wizard. Customers will also tag your game and those tags will be mixed in with the tags you had set with the Tag Wizard. As customers add more tags, the weight for those tags will increase. …
You will need to get a list of unsold keys from each of your retailers and ban them using the [url=https://partner.steamgames.com/partnerbatchbancdkeys/]Ban CD Key Tool[/url] [*][b]Communicate the change to your customers[/b] - It’s important to explain the situation to your customers. Don’t make promises you can’t keep, but do let your users know what to expect, especially if your game relies on hosted servers that customers will no longer be able to access. [/olist] [section]Frequently Asked Questions[/section] [b]Q: What about Free to Play games?[/b] A: Treating customers fairly is the most important thing to us, so we ask that you give your customers at least 90 days notice before retiring a Free to Play game. …
Simple DirectMedia Layer (SDL) version 2.0 provides low-level access to audio and windowing, amongst many other things. Support for 3D rendering is provided using OpenGL. Installation instructions can be found [url=https://wiki.libsdl.org/Installation]here[/url]. …
The new [code-inline]drmtoolp[/code-inline] DRM tool includes linux support. See [doclink=features/drm][/doclink] for more information. [b]Q: How does driver performance compare between Ubuntu and Windows?…
Remember that these customers' reviews will not count towards your review score, and these customers are also not eligible to receive Trading Cards for your game. By default, Free to Keeps are not promoted anywhere on the Store, aside from your game’s own store page. Customers that have your game on their Wishlist are not notified, nor is there a dedicated place on Steam where customers can browse these offers. …
The Steam Frame runs on SteamOS, which is a gaming focused Linux distribution based on Arch. This means you have a full computer available to clearly debug what's going on with your application. [section]Developer Mode[/section] To connect to the headset via [b]ssh[/b], [b]adb[/b], or [b]rdp[/b] you first need to enable [b]Developer Mode[/b] as described in the [doclink=steamframe/setup][/doclink]. …
That means after connecting over adb you have access to: [list] [*][b]adb logcat [/b]- Realtime steam of logs from the device [*][b]adb shell[/b] - access the android instance's command line [*][b]adb bugreport[/b] - Downloads a zip full of crash dumps and logs [/list] [subsection]RenderDoc with Lepton Development over adb[/subsection] If you’re developing an Android application the standard Android workflow should be fine with the exception of connecting over adb first. …
German regulators have specified that all games must have an age rating in order to be offered to German customers on Steam. [callout]Starting on [b]November 15, 2024, [/b]Steam will no longer display games to customers in Germany if the game is missing a valid age rating.…
s&jump=usktitle&post_type=usktitle]official website[/url]. [b]Q. Will this affect customers who already own a license to my game?[/b] A. No. If your game does not have an age rating this will affect the visibility of your game on the German Steam storefront but German customers who already own a license will be able to continue to access and play it without restrictions. …