It also allows users to play non-VR content on the headset without a separate device. [docimg=steamframe-controllers_1.png]steamframe-controllers_1.png[/docimg] [subsection]VR Compatibility[/subsection] While you will always get a better user experience by tailoring your title to the Frame Controllers specifically, our controller compatibility modes have become quite robust. SteamVR will always use a Frame Controller binding by default but in the case one is not available it will first look for a [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_KHR_generic_controller]OpenXR Generic Controller[/url] binding, then an [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#semantic-paths-oculus-touch-controller-profile]Oculus Touch[/url] binding, and remap those to the Frame Controller layout. …
. [*] [b]log_callbacks <first callbackID> <last callbackID>[/b] - Logs all callbacks to the console. [*] [b]log_matchmaking_callbacks <0|1>[/b] - Enables/disables logging matchmaking callbacks. [*] [b]log_ipc <counts|verbose> <filter>[/b] - See [doclink=#steamworks_api_logging][/doclink]. …
The command takes a filter param, which can be the interface you are interested in monitoring or the name of the process. Note that the names provided do not always match 1:1 with the ISteam* version, but are usually very close. Specifying "counts" or "verbose" is optional, defaulting to counts. …
You do this by adding the value [code-inline]"os_mouse"[/code-inline] and assign it a value of 1. Here's an example: [code] "StickPadGyro" { "Mouse" { "title" "#Action_Mouse" "input_mode" "absolute_mouse" "os_mouse" "1" } } [/code] [b]AnalogTrigger Actions[/b] AnalogTrigger actions are 1-D analog actions which can be bound on triggers. …
These can be added to the action block with the following format: [code] "In Game Actions" { "major_revision" "1" "minor_revision" "1" "major_revision_affects_xinput" "0" "major_revision_affects_mousekb" "0" "actions" { ... …
Select the branch that you want to use for testing, then save and publish your changes. [docimg=RemotePlayTogetherPartnerConfiguration_1.png]RemotePlayTogetherPartnerConfiguration_1.png[/docimg] [*] If your game is unreleased, send a CD-key to the users you would like to invite for testing. …
For example, if you wanted to add a menu actionset, you could do it like this: [docimg=TouchBindings_1.PNG]TouchBindings_1.PNG[/docimg] [docimg=TouchLayoutMenu.png]TouchLayoutMenu.png[/docimg] [code=cpp] #include "steam/isteaminput.h" void GameInit() { SteamInput()->Init(); } void GameQuit() { SteamInput()->Shutdown(); } void GameLoop() { GameInit(); while ( bRunning ) { const InputActionSetHandle_t k_ActionSetGame = 1; const InputActionSetHandle_t k_ActionSetMenu = 2; SteamInput()->ActivateActionSet( STEAM_INPUT_HANDLE_ALL_CONTROLLERS, BInMenu() ? …
[/td][/tr] [tr][td][b]usDurationMicroSec[/b][/td][td]unsigned short[/td][td]Duration of the pulse, in microseconds (1/1,000,000th of a second).[/td][/tr] [tr][td][b]usOffMicroSec[/b][/td][td]unsigned short[/td][td]Duration of the pause between pulses, in microseconds.…
New configurations will need to be made for every controller when updating the Major revision. [b]Example Code:[/b] [code=cpp] int nMinor = -1; int nMinor = -1; const int nCurrentMajorRevision = 1; const int nCurrentMinorRevision = 1; if ( GetControllerBindingRevision( controllerHandle, &nMajor, &nMinor ) ) { if ( nMinorRevision !…
[section=GetRecentlyPlayedGames]GetRecentlyPlayedGames[/section] [code=http]GET https://partner.steam-api.com/IPlayerService/GetRecentlyPlayedGames/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…
[section=GetSteamLevel]GetSteamLevel[/section] [code=http]GET https:/partner.steam-api.com/IPlayerService/GetSteamLevel/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…
[section=EnumerateUserSubscribedFiles]EnumerateUserSubscribedFiles[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/EnumerateUserSubscribedFiles/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…
[section=SubscribePublishedFile]SubscribePublishedFile[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/SubscribePublishedFile/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…
Go to the [b]Devkits[/b] tab and click [b]Register[/b] next to the entry for your frame. [docimg=steamframe-register_1.png]steamframe-register_1.png[/docimg] Confirm pairing on the headset and you're ready to deploy! [section]Deploying with the SteamOS DevKit Client[/section] Launch the SteamOS DevKit Client from Steam. …
[code-inline]ENABLE_FOO=1 %command%[/code-inline]).…
[docimg=OkayCapsuleUsage]OkayCapsuleUsage[/docimg] [section]Not Allowed Example[/section] See rules above for details. [docimg=notallowed_1.png]notallowed_1.png[/docimg] [section]Store Page Accolades[/section] We understand that developers want to communicate with their players about the quality of their games, and Steam already has spaces on game store pages to present most of this information. …
You can check out our [doclink=store/accolades]Store Page Accolades documentation[/doclink] for details. [section]Rules Effective Sept 1, 2022[/section] As a reminder, these [b]new rules go into effect Sept 1, 2022[/b] and we ask that all game developers review their graphical assets and make any changes to bring them inline with these new rules. …
But it also has a special option for opening a nested radial menu, "System Options": [docimg=slime_rancher_1.png]slime_rancher_1.png[/docimg] Selecting this will activate a player-defined "System Options" action set layer. The next time we open the radial menu, we will see this instead: [docimg=slime_rancher_2.png]slime_rancher_2.png[/docimg] Now we have options such as "Take screenshot", "Show keyboard", and volume controls. …
We click "add action layer." [docimg=slime_rancher_add_layer_1.png]slime_rancher_add_layer_1.png[/docimg] We'll call it "System Options." [docimg=slime_rancher_add_layer_2_1.png]slime_rancher_add_layer_2_1.png[/docimg] Now that that's done, we return to our base configuration and "game controls" action set, then select the left trackpad and configure our basic radial menu: [docimg=slime_rancher_radial_menu_config_1.png]slime_rancher_radial_menu_config_1.png[/docimg] Everything is pretty normal except for Menu Button 5, which activates the action set layer. …
[section=CanTrade]CanTrade[/section] [code=http]GET https://partner.steam-api.com/ISteamEconomy/CanTrade/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…
[section=StartTrade]StartTrade[/section] [code=http]GET https://partner.steam-api.com/ISteamEconomy/StartTrade/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…
Activators let you define simple macros like, "If I hold DOWN for 1 second, repeat DOWN every 0.1 seconds thereafter until release." Ta-da! Now you can scroll through that list in a jiffy just by holding down the button, even though the developers never implemented it! …
Can be used in combination with cycle bindings.[/td][/tr] [tr][td]Repeat Rate[/td][td]0.0-1.0[/td][td]Regular Press, Double Press, Long Press[/td][td]The speed of turbo will be set by this slider.[/td][/tr] [/table]…
[/td][/tr] [tr][td][b]appdata[/b][/td][td]uint64[/td][td][/td][td](Optional) App specific data about the type of cheating set by developer. (ex 1 = Aimbot, 2 = Wallhack, 3 = Griefing)[/td][/tr] [tr][td][b]heuristic[/b][/td][td]bool[/td][td][/td][td](Optional) Extra information about the source of the cheating - was it a heuristic.…
[/td][/tr] [tr][td][b]timeend[/b][/td][td]uint32[/td][td]✔[/td][td]The end of the time range. Formatted as Unix epoch time (time since Jan 1st, 1970).[/td][/tr] [tr][td][b]timebegin[/b][/td][td]uint32[/td][td]✔[/td][td]The beginning of the time range. Formatted as Unix epoch time (time since Jan 1st, 1970).…
[section=GetTradeHistory]GetTradeHistory[/section] [code=http]GET https://api.steampowered.com/IEconService/GetTradeHistory/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…
[section=GetTradeOffers]GetTradeOffers[/section] [code=http]GET https://api.steampowered.com/IEconService/GetTradeOffers/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…
[section=CreateSession]CreateSession[/section] [code=http]POST https://partner.steam-api.com/IGameNotificationsService/CreateSession/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…
[b]Example Response:[/b] [code=xml] { "response": { } } [/code] [b]Calling Example:[/b] [code] { "sessionid": "10" } [/code] [section=DeleteSessionBatch]DeleteSessionBatch[/section] [code=http]POST https://partner.steam-api.com/IGameNotificationsService/DeleteSessionBatch/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…
[section=GetFriendList]GetFriendList[/section] [code=http]GET https://partner.steam-api.com/ISteamUser/GetFriendList/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…
[/td][/tr] [tr][td][b]vanityurl[/b][/td][td]string[/td][td]✔[/td][td]The vanity URL to get a SteamID for[/td][/tr] [tr][td][b]url_type[/b][/td][td]int32[/td][td][/td][td]The type of vanity URL. 1 (default): Individual profile, 2: Group, 3: Official game group[/td][/tr] [/table] …
Trailers are displayed at the top of your product's store page and are often one of the first things your potential customers will be seeing. [docimg=Portal2TrailerExample2_1.jpg]Portal2TrailerExample2_1.jpg[/docimg] [section]Best Practices[/section] Trailers are important in marketing your product on Steam. …
[subsection]More Details[/subsection] Check out this presentation from Steam Dev Days 2016 for general best practices for trailers: [url]https://www.youtube.com/watch?v=eok0W1nKjM0&t=14m41s[/url] [section]Uploading a Trailer[/section] To upload your trailers, go to the Store Page Admin > Trailers tab. …
. [*][b]On its own dedicated calendar page[/b], where it shows [b]eight weeks[/b] of releases. [/list] [docimg=frontpagecalendar1.png]frontpagecalendar1.png[/docimg] [i]The Personal Calendar on the Steam Store front page.[/i] [docimg=standalonecalendar1.png]standalonecalendar1.png[/docimg] [i]The dedicated Personal Calendar page.…
[subsection]Changing Your Release Date[/subsection] You can still change your release date after your game has appeared on the calendar, whether it's a full release or an Early Access to 1.0 launch. [b]However, if you delay your release date by more than 24 hours once your game is within two weeks of launch your game will be removed from the calendar. …
The minimum active level, 0, represents the lowest overall image quality, but the maximum performance. -1 (default) disables foveation. [*][b]xr.VRS.SteamFrame.DynamicFoveation[/b] - When set to 1, the foveation amount will change based on current measured GPU load to try and maintain the target framerate. …
This is a pixel divisor, so sampling will occur at 1.0 / Density. Because of this, note that the lower the value of the density, the bigger the effect on quality! [*][b]xr.VRS.SteamFrame.TestFoveation.FovealWidth[/b] - The size, in float percentage of the screen diagonal (0.0, 1.0], for the foveal region of the screen where FovealDensity is applied. [*][b]xr.VRS.SteamFrame.TestFoveation.MidBandDensity[/b] - The same as FovealDensity, but for the mid-quality band immediately outside the foveal region. [*][b]xr.VRS.SteamFrame.TestFoveation.MidBandWidth[/b] - The size, in float percentage of the screen diagonal (0.0, 1.0], for the mid-quality band immediately outside of the foveal region. …
If so, you should also consider publishing a [doclink=/marketing/event_tools]News Event[/doclink] to share these details with your current players. [*][b][i]Set Your V1.0 Full Release Date[/i][/b] - On the Early Access tab of the Edit Store Page tools a date picker to select a planned 1.0 release date. …
If you're planning on raising your price at or around the time of releasing out of Early Access and want to run a discount to celebrate your V1.0 release, you may want to consider these scenarios: [list][*]You could leave your price as is, run a discount as you release V1.0 out of Early Access and then raise your price after that. [*]You could raise your price as you transition out of Early Access and not run a discount. [*]You could raise your price more than 30 days before you release out of Early Access, and then run a discount to go with your V1.0 release.…