Steamworks Documentation
Found 314 search results for "WA 0859 3970 0884 [[HATIGA]] Produsen Meja Gaming 2022 Awet Sragen Sragen"
SteamVR for Enterprise / Government Use

This enables you to use both the SteamVR Runtime and certain Steam games in your public installation. [*]For other commercial or government use you can enter into a royalty-free [url=https://www.docusign.net/Member/PowerFormSigning.aspx?…

Packages

These packages are useful to give to testers, press, or other groups that need to play your game before it's officially released to the public. [*] [b]Developer Comp Package[/b]: This package is similar to the "Beta Testing" packages, but is meant to be used by developer accounts. …

Godot

[/b] button from the export preset window to create a distributable version of your game and use the [doclink=steamframe/loadgames]Steam DevKit Tool[/doclink] to upload these to your Steam Frame. Alternatively, for Android builds you can deploy and test directly from the Godot IDE using [b]adb[/b]. …

Setting up your Steam Frame for development

This "direct" mode is primarily intended for development. Normally, you'd just click [b]Stream [/b]on games in your [b]Steam Library[/b] in headset.[/i] [docimg=steamframe-stream.png]steamframe-stream.png[/docimg] [callout]You can also stream over your home Wi-Fi, but that tends to be more congested and less reliable than the direct connection the wireless adapter affords.…

ISteamInput Interface

[/td][/tr] [/table] Returns the current state of the supplied analog game action. [b]Returns:[/b] [apitype]ISteamInput::InputAnalogActionData_t[/apitype] The current state of the specified analog action. …

[/td][/tr] [/table] Set the absolute path to the Input Action Manifest file containing the in-game actions and file paths to the official configurations. Used in games that bundle Steam Input configurations inside of the game depot instead of using the Steam Workshop. …

ISteamNetworking Interface

[subsection=AcceptP2PSessionWithUser]AcceptP2PSessionWithUser[/subsection] [code=cpp]bool AcceptP2PSessionWithUser( CSteamID steamIDRemote );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDRemote[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user that sent the initial packet to us.[/td][/tr] [/table] This allows the game to specify accept an incoming packet. This needs to be called before a real connection is established to a remote host, the game will get a chance to say whether or not the remote user is allowed to talk to them. When a remote user that you haven't sent a packet to recently, tries to first send you a packet, your game will receive a callback [apitype]ISteamNetworking::P2PSessionRequest_t[/apitype]. This callback contains the Steam ID of the user who wants to send you a packet. …

ISteamNetworkingUtils Interface

Do you need to be able to do this from a backend/matchmaking server? You are looking for the "game coordinator" library. See [api]steamdatagramrelay[/api] for more info on how to obtain the game coordinator SDK. [subsection=EstimatePingTimeFromLocalHost]EstimatePingTimeFromLocalHost[/subsection] [code=cpp]int EstimatePingTimeFromLocalHost( const SteamNetworkPingLocation_t &remoteLocation );[/code] Same as EstimatePingTime, but assumes that one location is the local host. …

Steam Subscriber Agreement

If you do not agree with the provisions of the SSA, you should return this game unopened to your retailer in accordance with their return policy. [b]Brazilian Portuguese:[/b] EXIGE CONEXÃO À INTERNET E CONTA STEAM GRATUITA PARA ATIVAÇÃO. …

ISteamEconomy Interface

[/td][/tr] [/table] Retrieves the list of assets from another game to import. [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! …

Taxes FAQ

[/b] These are separate tax rates that are applied depending on the content type of your sales. The royalty copyright rate will apply to US sourced sales on games and related DLCs. The royalty film rate will apply to US sourced sales on film and video. These rates do not accumulate for a higher rate of withholding and only one rate will be applied depending on the type of sales. [*][h4]Q. …

ISteamRemotePlay Interface

Functions that provide information about Steam Remote Play sessions, streaming your game content to another computer or to a Steam Link app or hardware. See [doclink=features/remoteplay][/doclink] for more information. …

unSessionID ) { continue; } int nResolutionX = 0, nResolutionY = 0; SteamRemotePlay()->BGetSessionClientResolution( unSessionID, &nResolutionX, &nResolutionY ); if ( nResolutionX > nMaxResolutionX ) { nMaxResolutionX = nResolutionX; nMaxResolutionY = nResolutionY; } } if ( pnX ) { *pnX = nMaxResolutionX; } if ( pnY ) { *pnY = nMaxResolutionY; } return ( nMaxResolutionX > 0 && nMaxResolutionY > 0 ); } [/code] [subsection=ShowRemotePlayTogetherUI]ShowRemotePlayTogetherUI[/subsection] [code=cpp]bool ShowRemotePlayTogetherUI();[/code] Show the Remote Play Together UI in the game overlay. [b]Returns:[/b] bool [b]true[/b] if your game is configured for Remote Play Together; otherwise, [b]false[/b]. [subsection=BSendRemotePlayTogetherInvite]BSendRemotePlayTogetherInvite[/subsection] [code=cpp]bool BSendRemotePlayTogetherInvite( CSteamID steamIDFriend );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDFriend[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the friend you'd like to invite, or create a guest invite if steamIDFriend is CSteamID()[/td][/tr] [/table] Invite a friend to join the game using Remote Play Together [b]Returns:[/b] bool [b]true[/b] if the invite was successfully sent; otherwise, [b]false[/b]. …

SteamEncryptedAppTicket

[callout]Note: An encrypted app ticket can only contain up to 140 DLC appIDs. If your game intends to have more than that, you'll need to use Session Tickets/WebAPI to check for ownership.[/callout] [section=Functions]Functions[/section] These are global functions which do not require an interface to use.…

IUserReviewsService

. [*] The response has no [code-inline]success[/code-inline] field; check the HTTP status instead. [*] [code-inline]author.num_games_owned[/code-inline] is no longer returned. [*] [code-inline]weighted_vote_score[/code-inline] is a number, not a string. [*] Each review has a new [code-inline]refunded[/code-inline] field. [*] [code-inline]hardware[/code-inline] has the same fields, but its strings are no longer profanity-filtered. [*] [code-inline]total_matching[/code-inline] and [code-inline]day_range_used[/code-inline] are new. …

ISteamHTMLSurface Interface

You can use this interface to render and display HTML pages directly inside your game or application. You must call [api]ISteamHTMLSurface::Init[/api] prior to using this interface, and [api]ISteamHTMLSurface::Shutdown[/api] when you're done using it. …

Results 301 to 314 of 314