Steamworks Documentation
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steam_api.h

[/td][/tr] [tr=k_EChatInstanceFlagClan][td][b]k_EChatInstanceFlagClan[/b][/td][td]( k_unSteamAccountInstanceMask + 1 ) >> 1[/td][td]The Steam ID is for a Steam group.[/td][/tr] [tr=k_EChatInstanceFlagLobby][td][b]k_EChatInstanceFlagLobby[/b][/td][td]( k_unSteamAccountInstanceMask + 1 ) >> 2[/td][td]The Steam ID is for a Lobby.…

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EMarketingMessageFlagsNone][td][b]k_EMarketingMessageFlagsNone[/b][/td][td]0[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsHighPriority][td][b]k_EMarketingMessageFlagsHighPriority[/b][/td][td]1 << 0[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformWindows][td][b]k_EMarketingMessageFlagsPlatformWindows[/b][/td][td]1 << 1[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformMac][td][b]k_EMarketingMessageFlagsPlatformMac[/b][/td][td]1 << 2[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformLinux][td][b]k_EMarketingMessageFlagsPlatformLinux[/b][/td][td]1 << 3[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformRestrictions][td][b]k_EMarketingMessageFlagsPlatformRestrictions[/b][/td][td]=[/td][td]aggregate flags[/td][/tr] [/table] [subsection=ENotificationPosition]ENotificationPosition[/subsection] Possible positions to have the overlay show notifications in. …

General Concepts

The full list of recognized "input sources" is: [list] [*] Left Trackpad [*] Right Trackpad [*] Center Trackpad [*] Left Joystick [*] Right Joystick [*] ABXY [*] DPAD [*] Left Trigger [*] Right Trigger [*] Gyro [*] Switch [/list] [callout=green, fixed][b]NOTE:[/b] The "Switch" input source is a catch-all for all the physical inputs that don't belong to another group, such as back & start buttons, left & right shoulder buttons, and back paddle grips.…

Advance Access (Beta)

[/list] [section]Full Release of your Game[/section] [callout][b]You still need to click the "big green button" to release your game for all users[/b]. This will transition the game from pre-purchase to release and kick off the [doclink=marketing/visibility#4]Full Release Launch Visibility[/doclink].…

steamnetworkingtypes.h

" Our remote // will identify us by the network address we use. void SetLocalHost(); // Set to localhost. (We always use IPv6 ::1 for this, not 127.0.0.1) bool IsLocalHost() const; // Return true if this identity is localhost. bool SetGenericString( const char *pszString ); // Returns false if invalid length const char *GetGenericString() const; // Returns nullptr if not generic string type bool SetGenericBytes( const void *data, size_t cbLen ); // Returns false if invalid size. …

void SetIPv6LocalHost( uint16 nPort = 0); // Set to the IPv6 localhost address ::1, and the specified port. bool IsLocalHost() const; // Return true if this identity is localhost. (Either IPv6 ::1, or IPv4 127.0.0.1) // Max length of the buffer needed to hold IP formatted using ToString, including '\0' // ([0123:4567:89ab:cdef:0123:4567:89ab:cdef]:12345) enum { k_cchMaxString = 48 }; /// Print to a string, with or without the port. …

ISteamUtils Interface

pCallback.m_bSubmitted ) return; // Use some max input length that we passed into ShowGamepadTextInput, +1 for the null terminator. const uint32 MAX_INPUT_LENGTH = 64 + 1; uint32 length = SteamUtils()->GetEnteredGamepadTextLength(); char* szTextInput[MAX_INPUT_LENGTH]; bool success = SteamUtils()->GetEnteredGamepadTextInput( szTextInput, length ); if ( !…

pCallback.m_bSubmitted ) return; // Use some max input length that we passed into ShowGamepadTextInput, +1 for the null terminator. const uint32 MAX_INPUT_LENGTH = 64 + 1; uint32 length = SteamUtils()->GetEnteredGamepadTextLength(); const char* szTextInput[MAX_INPUT_LENGTH]; bool success = SteamUtils()->GetEnteredGamepadTextInput( szTextInput, length ); if ( !…

ISteamRemotePlay Interface

[/td][/tr] [tr=k_ERemotePlayInputMouseMotion][td][b]k_ERemotePlayInputMouseMotion[/b][/td][td]1[/td][td]Mouse motion event.[/td][/tr] [tr=k_ERemotePlayInputMouseButtonDown][td][b]k_ERemotePlayInputMouseButtonDown[/b][/td][td]2[/td][td]Mouse button down event.…

[/td][/tr] [tr=k_ERemotePlayMouseButtonMiddle][td][b]k_ERemotePlayMouseButtonMiddle[/b][/td][td]0x0010[/td][td]The middle mouse button.[/td][/tr] [tr=k_ERemotePlayMouseButtonX1][td][b]k_ERemotePlayMouseButtonX1[/b][/td][td]0x0020[/td][td]The first extended mouse button.[/td][/tr] [tr=k_ERemotePlayMouseButtonX2][td][b]k_ERemotePlayMouseButtonX2[/b][/td][td]0x0040[/td][td]The second extended mouse button.…

ISteamHTTP Interface

[/td][/tr] [/table] Set an absolute timeout in milliseconds for the HTTP request. This is the total time timeout which is different than the network activity timeout which is set with [api]ISteamHTTP::SetHTTPRequestNetworkActivityTimeout[/api] which can bump everytime we get more data. …

[/td][/tr] [tr=k_EHTTPMethodGET][td][b]k_EHTTPMethodGET[/b][/td][td]1[/td][td]The HTTP Method is set to GET.[/td][/tr] [tr=k_EHTTPMethodHEAD][td][b]k_EHTTPMethodHEAD[/b][/td][td]2[/td][td]The HTTP Method is set to HEAD.…

Steam Next Fest

Once you complete your registration checklist, be sure to save and confirm that your base game is registered for Next Fest. You should see a green checkmark on the App Landing Page. [docimg=successful_registration]successful_registration[/docimg] [subsection=workback]Workback Timeline[/subsection] The timeline below is a general example of what to expect and prepare for once you have registered. …

Steam generates a game's micro trailer based on the first video visible in its Store Page. It does this by taking six 1-second clips from various points in the video and stitching them together. It is not possible to customize microtrailers. [section=contact]Have More Questions?…

ISteamInventory Interface

Currently can only be 1 item and it must be set to [b]1[/b]![/td][/tr] [tr][td][b]unArrayGenerateLength[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The number of items in [code-inline]pArrayGenerate[/code-inline] and [code-inline]punArrayGenerateQuantity[/code-inline]. …

The API currently takes an array of items to generate but at this time the size of that array must be 1 and the quantity of the new item must be 1. Any items that can be granted MUST have an exchange attribute in their itemdef. The exchange attribute specifies a set of recipes that are valid exchanges for this item. …

ISteamNetworkingSockets Interface

[subsection=CreateSocketPair]CreateSocketPair[/subsection] [code=cpp]bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 );[/code] Create a pair of connections that are talking to each other, e.g. a loopback connection. …

The other two lanes will share bandwidth, with the second and third lanes sharing bandwidth using a ratio of approximately 4:1. (The weights { NA, 4, 1 } would be equivalent.) Notes: [list] [*] At the time of this writing, some code has performance cost that is linear in the number of lanes, so keep the number of lanes to an absolute minimum. 3 or so is fine; >8 is a lot. …

Accessibility Features

. [*] Don't rely on full-screen filters. If you provide preset modes for e.g. red/green colorblindness, also provide the ability to pick specific colors for each element. [/list] [subsection=contrast_controls]Contrast Controls[/subsection] [h4]Why is this tag important to players?…

ISteamInput Interface

[b]Example:[/b] [code=cpp]void updateStateLoop() { switch( currentState ) { case MENU: SteamInput()->ActivateActionSet( inputHandle1, menuSetHandle ); doMenuStuff(); break; case WALKING: SteamInput()->ActivateActionSet( inputHandle1, walkingSetHandle ); doWalkingStuff(); break; case DRIVING: SteamInput()->ActivateActionSet( inputHandle1, drivingSetHandle ); doDrivingStuff(); break; case FIGHTING: SteamInput()->ActivateActionSet( inputHandle1, fightingSetHandle ); doFightingStuff(); break; } }[/code] [callout=green] [h3]Activate All Controllers[/h3] Oftentimes, you'll want to activate all the controllers at once, rather than a single device. …

[/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] [/table] Triggers a (low-level) haptic pulse on supported controllers. Previously named TriggerHapticPulse. …

Custom Engines

[subsection]Foveated Rendering[/subsection] SteamVR supports the following recommended OpenXR extensions: [list] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation]XR_FB_foveation[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_configuration]XR_FB_foveation_configuration[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_vulkan]XR_FB_foveation_vulkan[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_swapchain_update_state]XR_FB_swapchain_update_state[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_foveation_eye_tracked]XR_META_foveation_eye_tracked[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_vulkan_swapchain_create_info]XR_META_vulkan_swapchain_create_info[/url] [/list] [subsection]Eye Tracking[/subsection] Our current support for eye tracking uses the [b]XR_EXT_eye_gaze_interaction [/b]OpenXR extension. You can find details about that on the [url=https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_eye_gaze_interaction]OpenXR spec site here[/url]. [section]Steamworks SDK[/section] Releases of the [doclink=sdk][/doclink] starting with version 1.63 have included libraries that will let it work on Android ARM64 and Linux ARM64. …

Steam Community Items

This badge should have a special treatment worthy of the foil cards: silver, platinum, shine, sparkle, etc. Badges are usually displayed on #1B1B1B colored backgrounds. For each badge (Level 1-5 and Foil), please provide the following images: [list] [*]80x80px PNGs with a transparent background (shadow may be included). [*]Unique title for each badge [/list] [docimg=badge1.png]badge1.png[/docimg] [docimg=bg3.png]bg3.png[/docimg] [subsection=emoticons]Emoticons[/subsection] Crafting a badge also grants a single custom emoticon which can be used in chat on Steam, or traded on the Steam Marketplace. …

No other characters are permitted. [/list] [docimg=emoticon1.png]emoticon1.png[/docimg] [subsection=backgrounds]Profile Backgrounds[/subsection] Crafting a badge also grants 1 profile background for that game. …

Creating and using InstallScripts

[code] "Net32" { "Process 1" "%INSTALLDIR%\\redist\\Controller\\32bitInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "Is64BitWindows" "0" } } "Net64" { "Process 1" "%INSTALLDIR%\\redist\\Controller\\64bitInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "Is64BitWindows" "1" } } [/code] [b]OS Type Example[/b] This example will only run on Windows XP [code] "Controller" { "Process 1" "%INSTALLDIR%\\redist\\WinXPInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "OSType" "Windows XP" } } [/code] [section=environment_variables]Environment Variables[/section] Environment variables are supported in an install script. …

[code] "InstallScript" { "Run Process On Uninstall" { "Process_name" { "Process 1" "process.exe" "Command 1" "/command" } } } [/code] [section=FAQ]Frequently Asked Questions[/section] [b]Q. …

Unity

[url=https://docs.unity3d.com/6000.3/Documentation/Manual/xr-multiview-render-regions.html]Unity documentation[/url] [i]Requirements: Unity 6.1+, Unity OpenXR Plugin 1.14.1+, Vulkan, Multiview[/i] [*][b]Valve Utils: Lepton Validation[/b] - This feature checks through your Unity project and lets you know if there are things setup that will cause the build to fail to run locally on Lepton (Steam Frame's Android translation layer). [i]Requirements: Unity OpenXR Plugin v1.9.1+[/i] [*][b]Valve Utils: Refresh Rate[/b] - This feature lets you query and request refresh rates on the headset via the [url=https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_FB_display_refresh_rate]XR_FB_display_refresh_rate[/url] OpenXR extension. …

IGameServersService Interface

[section=GetAccountList]GetAccountList[/section] [code=http]GET https://api.steampowered.com/IGameServersService/GetAccountList/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=ResetLoginToken]ResetLoginToken[/section] [code=http]POST https://api.steampowered.com/IGameServersService/ResetLoginToken/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.…

Action Set Layers

[docimg=action_set_layers_vehicle_1.png]action_set_layers_vehicle_1.png[/docimg] [code=cpp] void changeVehicle(EVehicleID myVehicle, bool entering) { InputActionSetHandle_t layerHandle; if(myVehicle == AUTOMATIC) { layerHandle = automaticHandle; //automatic transmission -- steer, gas, brake } else if(myVehicle == STICK_SHIFT) { layerHandle = stickShiftHandle; //manual transmission -- steer, gas, brake, clutch, shift gears, etc. } if(entering) { SteamInput()>ActivateActionSetLayer( controllerHandle1, layerHandle ); //apply the vehicle's action set layer when you get in it } else { SteamInput()>DeactivateActionSetLayer( controllerHandle1, layerHandle ); //remove the vehicle's action set layer when you get out of it } } [/code] In this game, players can use their weapon even when riding in a vehicle. …

[docimg=action_set_layers_scope.png]action_set_layers_scope.png[/docimg] [code=cpp] void useScope(bool entering) { if(entering) { SteamInput()->ActivateActionSetLayer( controllerHandle1, scopeHandle ); //apply the scoped-in layer when you scope in } else { SteamInput()->DeactivateActionSetLayer( controllerHandle1, scopeHandle ); //remove the scoped-in layer when you lower the scope } } [/code] Here's how all the layers combine. …

Steam Inventory Schema

Each recipe consists of an itemdef ID, optionally followed by an "x" separator and a desired (integer) quantity. If quantity is not supplied explicitly, "1" is used as a default. [h4]Bundle format[/h4] [code] bundle_def : item_recipe , { ";" , item_recipe } item_recipe : item_def , [ "x" , quantity ] [/code] [h4]Bundle examples[/h4] [list] [*] Grant one each of itemdef 201, itemdef 202, itemdef 203: [code] type: bundle bundle: 201;202;203[/code] [*] Grant one instance with itemdef 101 and five instances of itemdef 102: [code] type: bundle bundle: 101x1;102x5[/code] [*] Random 90% chance of itemdef 501, 9% chance of itemdef 502, 1% chance of item 503: [code] type: generator bundle: 501x90;502x9;503x1[/code] [*] 90% chance of a common item; 10% chance of a special item. …

[h4]Price Examples[/h4] [list] [*] [code-inline]price_category: 1;VLV100[/code-inline] Preset price category using the Valve-maintained pricing table. [*] [code-inline]price: 1;USD100[/code-inline] ($1.00 in US Dollars) [*] [code-inline]price: 1;USD100,EUR080[/code-inline] ($1.00 in US Dollars or 0.80 in Euro) [*] [code-inline]price: 1;USD100,EUR080;20130607T080000Z-20130606T080000ZUSD50,EUR40[/code-inline] ($1.00 in US Dollars or 0.80 in Euro except from 6/6/2013 on when the price is reduced to $0.50 / 0.40) [*] [code-inline]price: 1;USD100,EUR080;20130609T080000Z-20130606T080000ZUSD50,EUR40[/code-inline] ($1.00 in US Dollars or 0.80 in Euro except from 6/6/2013 until 6/9/13 when the price is reduced to $0.50 / 0.40) [/list] [subsection=SellingBundles]Selling Bundles[/subsection] Bundled items can be listed for sale in the Item Store. …

Steam Frame Standalone Compatibility Review Process

No configuration work is required for users to access all game functionality.[/td] [/tr] [tr] [td][docimg=playable_50_1.png]Playable badge[/docimg][/td] [td][b]Playable[/b][/td] [td]Your game functions on Frame, but may require manual work from the user. …

([i]Recommendations: We recommend using OpenXR's [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_render_model]XR_EXT_render_model[/url] or [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_interaction_render_model]XR_EXT_interaction_render_model[/url], or OpenVR's [url=https://github.com/ValveSoftware/openvr/blob/0924064316de3effbcd1acf1e309182a2deb1c05/headers/openvr.h#L4782]IVRRenderModel[/url] interface, for obtaining the controller model mesh at runtime in order to automatically support current and future devices.…

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