Steamworks Documentation
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Godot

[/b][/callout] [section]Project Setup[/section] [list] [*][b]Enable OpenXR[/b] - (Project / Project settings / XR / OpenXR) and enable stereo shaders (Project / Project settings / XR / Shaders) [*][b]OpenXR Vendors Plugin[/b] - Optionally install the [url=https://godotengine.org/asset-library/asset/3768]Godot OpenXR vendors plugin[/url] from the AssetLib tab. …

[section]Foveated Rendering[/section] Steam Frame supports the Foveated Rendering functionality in Godot via the [url=https://godotvr.github.io/godot_openxr_vendors/]OpenXR Vendors Plugin[/url] (or releases [url=https://github.com/GodotVR/godot_openxr_vendors/releases]here[/url]). [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.…

Localization and Languages

[section=supported_languages]Supported Languages[/section] For a full list of supported languages and their associated API language code, please see [doclink=store/localization/languages][/doclink] [section]Working With Translation Vendors[/section] There are many great translation companies around the world that specialize in translating gaming content. As you consider your options for who to work with for translating your game content, there are a few things to consider: [list] [*][b] Determine your target languages[/b] - Some companies are known to focus or be strong with certain regions’ languages than others. [*] [b]Compare price sheets to know how expensive services are. …

Is it text heavy/lore heavy/easy to relate to globally? This can impact which translation vendor may be better suited for particular languages. [*] [b]Ask for a deck or list of games that a vendor has worked on and ask them exactly what work they did on those games.…

ISteamMicroTxn Interface

[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/v2/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

Steam DRM

Try automating it using the Automated Steam Wrapper process documented above. [b]Q. An Anti-virus vendor has detected my binary as having a virus after applying the Steam DRM wrapper. What can I do?[/b] [b]A.[/b] False positives like this can happen, as the DRM injection process is modifying your binary in the same way a virus might do. Feel free to contact the vendor, or use the API instead of the Steam DRM wrapper. …

OpenVR

[section]Overview[/section] OpenVR is an API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting. This repository on GitHub is an SDK that contains the API and samples. …

Steam Hardware and Proton

If your solution currently isn't working, please reach out to both your vendor and Valve for support. [*]Anti-tamper / DRM: In general we don't recommend use of such solutions across any PC platforms, as they may impact disk usage and overall performance. …

Performance Assessment Overlay (VR titles)

[table] [tr] [td]OpenVR (Depth-assisted reprojection)[/td] [td][url=https://github.com/ValveSoftware/openvr/wiki/IVRCompositor::Submit]IVRCompositor::Submit[/url] with [url=https://github.com/ValveSoftware/openvr/blob/v2.15.6/headers/openvr.h#L191]VRTextureWithPoseAndDepth_t[/url][/td] [/tr] [tr] [td]OpenVR (Depth+Motion-assisted reprojection)[/td] [td][url=https://github.com/ValveSoftware/openvr/wiki/IVRCompositor::Submit]IVRCompositor::Submit[/url] with [url=https://github.com/ValveSoftware/openvr/blob/v2.15.6/headers/openvr.h#L202]VRTextureWithMotion_t[/url][/td] [/tr] [tr] [td]OpenXR (Depth-assisted reprojection)[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XR_KHR_composition_layer_depth.html]XR_KHR_composition_layer_depth[/url][/td] [/tr] [tr] [td]OpenXR (Depth+Motion-assisted reprojection) Vendor-agnostic[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_EXT_frame_synthesis.html]XR_EXT_frame_synthesis[/url][/td] [/tr] [tr] [td]OpenXR (Depth+Motion-assisted reprojection) Oculus[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XR_FB_space_warp.html]XR_FB_space_warp[/url][/td] [/tr] [/table] You can visualize the depth or motion vectors submitted by using the [doclink=steamframe/debugging#GameTextures]Draw Performance Assessment Game Textures in Headset[/doclink] option. …

Getting your game ready for Steam Deck and Steam Machine

.) [*][b]Video/Audio Codecs[/b]: We recommend using standalone codecs (eg., VP9 or AV1) rather than codecs that are tied to a specific vendor (eg., WMF). [/list] [subsection]Game Features[/subsection] [list] [*][b]Clouded Saves[/b]: For games that allow saving, we recommend enabling automatic clouding of saved games: users should be able to save their game on a Deck or Steam Machine and resume on a different PC, and vice versa, without manually transferring files. …

Steam Input Gamepad Emulation - Best Practices

= (UINT)-1 && GetRawInputDeviceInfoA( devices[i].hDevice, RIDI_DEVICENAME, devName, &nameSize ) != (UINT)-1 ) { if ( rdi.hid.dwVendorId == VALVE_DIRECTINPUT_GAMEPAD_VID && rdi.hid.dwProductId == VALVE_DIRECTINPUT_GAMEPAD_PID ) { uint32 ulVID = strtoul( &devName[STEAM_INPUT_VID_INDEX], NULL, 16 ); uint32 ulPID = strtoul( &devName[STEAM_INPUT_PID_INDEX], NULL, 16 ); uint64 ulDeviceHandle = strtoull( &devName[STEAM_INPUT_SIAPI_HANDLE_INDEX], NULL, 16 ); uint32 unGamepadIndex = strtoul( &devName[STEAM_INPUT_GAMEPAD_INDEX], NULL, 16 ); Log( "Raw input device: VID = 0x%x, PID = 0x%x, handle = 0x%llx, index = 0x%x, %s\n", ulVID, ulPID, ulDeviceHandle, unGamepadIndex, devName ); // You can now use either the VID/PID to identify the device directly or use ulDeviceHandle with GetInputTypeForHandle ESteamInputType inputType = SteamInput()->GetInputTypeForHandle( ulDeviceHandle ); switch( inputType ) { case k_ESteamInputType_Unknown: printf( "unknown!…