Steamworks Documentation
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Setting up your Steam Frame for development

[/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.[/callout] [section=PairingControllers]Pairing Controllers[/section] Your controllers should automatically pair when first turned on and are seen by the headset. To turn on your controllers, press the button with the Steam logo. …

Once logged-in, on the dashboard side menu, click the VR Settings icon (HMD) on the left side of the screen. Under this menu, click [b]Controllers[/b], then [b]Pair Controllers[/b]. Put a controller in pairing mode by holding down the Steam button and the thin button at the top of the controller (either View or Menu) at the same time until the controller beeps. …

Radial Menus

A radial menu is an on-screen overlay of game actions, displayed as a ring of choices selectable with a controller. These are very similar to [doclink=features/steam_controller/touch_menus][/doclink], except that instead of selecting a specific location on the touch surface, the player must aim the virtual pointer at the option they want and then select it to fire the action. …

Once again, here's the link to configuration: steam://controllerconfig/433340/1360133345 And the IGA file: [docfile=slime_rancher_nested_radial_menus.vdf]slime_rancher_nested_radial_menus.vdf[/docfile] [section]Further Reading[/section] [list] [*] [url=http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configurators_Untapped_Power.php]The Steam Controller Configurator's Untapped Power[/url] [*] [doclink=features/steam_controller/input_source][/doclink] [*] [doclink=features/steam_controller/input_source_modes][/doclink] [*] [doclink=features/steam_controller/mode_shifting][/doclink] [*] [doclink=features/steam_controller/mouse_regions][/doclink] [*] [doclink=features/steam_controller/touch_menus][/doclink] [/list] …

ISteamUser Interface

[b]Returns:[/b] [apitype]steam_api::EVoiceResult[/apitype] [subsection=GetDurationControl]GetDurationControl[/subsection] [code=cpp]SteamAPICall_t GetDurationControl();[/code] Retrieves anti indulgence / duration control for current user / game combination. …

Steam will terminate the game soon[/td][/tr] [/table] [b]Associated Functions:[/b] [api]ISteamUser::GetDurationControl[/api] [api]ISteamUser::BSetDurationControlOnlineState[/api] [subsection=EDurationControlNotification]EDurationControlNotification[/subsection] Describes which notification timer has expired, for steam china duration control feature. …

Getting your game ready for Steam Deck and Steam Machine

We recommend allowing mouse events to affect the camera as they normally would without perturbing simultaneous controller functionality, and only switching to mouse/keyboard mode if a mouse click event is received. Common problems include joystick input getting locked out when mouse camera is used and vice versa, controller buttons not working when mouse camera is being used, on-screen button prompts changing between controller and keyboard/mouse icons, all of which make it more difficult for customers to play with their preferred control scheme. …

Launchers often rely on platform-specific frameworks (ie., .NET, WPF, etc.) that can turn into difficult experiences for customers on a small screen using a controller for navigation. When native UI launchers are required, you can use the [url=https://partner.steamgames.com/doc/api/ISteamUtils#SetGameLauncherMode]SetGameLauncherMode[/url] API to automatically translate controller input to keyboard/mouse events to assist the user. …

Accessibility Features

[/list] [section=audio_recommendations]Audio[/section] [subsection=volume_controls]Custom Volume Controls[/subsection] [h4]Why is this tag important to players?[/h4] Players may need to reduce distracting sounds so that they can focus on sounds that they need to hear. Players can look for this tag to know that they can adjust the relative levels of different types of sound in the game. [h4]Recommendations[/h4] [list] [*] Provide separate volume controls for music, sound effects, ambient audio, and character speech. [*] The more distinct volume controls you can provide, the better. …

Application Settings for Virtual Reality

If your game submits a suggested input binding for Meta Quest 2 controllers, SteamVR will automatically rebind most controller types so they will work. The following controller profiles should have customized bindings, due to the difficulty in automatically rebinding them: [list] [*] HTC Vive wands [*] Valve Index controllers [*] Windows Mixed Reality controllers [/list] If you build with OpenVR, your application will automatically support any current and future OpenVR-supported head-mounted displays (HMDs), such as the HTC Vive, Oculus Rift, or Windows Mixed Reality family of devices. …

Start with the SDK such as OpenXR or SteamVR and then describe any individual headsets, controllers, and/or room size requirements.…

Unity

[/i] [*][b]Minimum API Level[/b] - Android 10 (API Level 29) or Android 11 (API level 30) [*][b]Target API Level[/b] - Automatic [i](or after your minimum)[/i] [*][b]Scripting Backend[/b] - IL2CPP [*][b]Target Architecture[/b] - ARM64 [*][b]Graphics[/b] - Vulkan [i](recommended)[/i] or OpenGL [*][b]Add Input Profile[/b] - Add Steam Frame Controller to your list of Enabled Interaction Profiles on the Android tab. (Project Settings > XR Management > OpenXR) [/list] [section]Steam Frame Controllers[/section] By default the controllers will show up to your games as emulating Oculus Touch, you can bind to those controls and it will work. If you would like to bind to Frame Controller specific buttons or have Frame Controller specific offsets you can use the interaction profile provided in the package described above. …

Action Set Layers

"sniper" [docimg=action_set_layers_sniper_2.png]action_set_layers_sniper_2.png[/docimg] The code for this might look something like: [code=cpp] void changeClass(EClassID myClass) { if(myClass == SNIPER) { SteamInput()->ActivateActionSetLayer( controllerHandle1, sniperLayerHandle ); } //logic for other classes } [/code] If the player enters or exits a vehicle, the controls for the vehicle layer are activated/deactivated on those state changes, adding or removing new controls for vehicle specific functions. …

[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 Deck FAQ

[b]Will it be possible for developers to create Steam Deck Steam Input configs without a developer kit?[/b] Yes. We recommend a PlayStation 4 or 5 controller, but any controller will allow you to get started.The PlayStation controllers offer the closest set of controls in that they have a built-in gyro and they have trackpad. …

[/b] Steam Input should not add additional latency, but like anything, should you experience a bug here, be sure to let us know. [b]Do you support using Steam Deck as an external controller?[/b] Currently, you can remote play into another machine to treat the Steam Deck as a controller, which will recognize all of the Deck's controls. …

Release Options

[section]Coming Soon[/section] After your store page has been approved, the controls will say "Approved For Release". Click "Post As Coming Soon" to view options and to make your page live for customers. …

[section]Full Release[/section] If your title is approved for full release, then the controls will say "Approved For Release". Click "Release App" to proceed and view release details before confirming. …

SteamVR Input

[section]Overview[/section] SteamVR Input is an API that makes it easy to support a variety of controllers and input devices in your VR application, without needing to think about supporting each controller separately. For device makers, SteamVR Input enables you to support many SteamVR applications without needing developers to build support for your device. …

id=1416820276 [section]Skeletal Input[/section] The Skeletal Input system will allow controller makers to capture the pose of the user’s hand as accurately as their sensors are able, and provide it as a stream of animation data to the running app. …

Bringing Mobile Games to Steam

[h4]Input[/h4] Most people don’t have a touch-screen monitor, so it’s important to consider how your input model changes and how you can make use of keyboard and mouse in a natural way. Game controllers are also often worth considering, and the [doclink=features/steam_controller]Steam Input API[/doclink] makes it easy for you to write a controller integration once that works for a huge variety of controllers. …

Steam Deck and Steam Machine Compatibility Review

[subsection]Requirements for Steam Deck and Steam Machine[/subsection] [b]Input[/b] [list] [*][b]Controller Support[/b]: [list][*]On Steam Deck, your game must support Steam Deck's physical controls. On Steam Machine, your game must support Steam Controller's inputs (essentially the same inputs as Steam Deck). [*]The default controller configuration must provide users with the ability to access all content. [*]Players must not need to adjust any in-game settings in order to enable controller support or this configuration.[/list] [*][b]Controller Glyphs[/b]: On-screen glyphs must match the inputs being used, whether it's Deck, Steam Controller, or Xbox glyphs. Mouse and keyboard glyphs should not be shown if they are not the active input. …

Input Source Modes

This curve can be altered so there is more or less room for fine controls.[/td][/tr] [tr][td][b]Mode Shifting[/b][/td][td]...[/td][td]See [doclink=features/steam_controller/mode_shifting]Mode Shifting[/doclink][/td][/tr] [tr][td][b]Haptics Intensity[/b][/td][td]Off, Low, Medium, High[/td][td]This sets the intensity of the haptics.…

[/td][/tr] [tr][td]Sensitivity Vertical Scale[/td][td]0.0-1.0[/td][td]Most games apply their own deadzones to controller output. If the control feels 'mushy' with a physical area of movement where no output is seen in game, it is likely caused by the game's deadzone. …

Steamworks API Reference

[/td][/tr] [tr][td][api]ISteamClient[/api][/td][td]Interface to create a new steam instance or to connect to an existing steam instance, whether it's in a different process or is local.[/td][/tr] [tr][td][api]ISteamController[/api][/td][td]Steam Controller support API (deprecated and replaced with ISteamInput)[/td][/tr] [tr][td][api]ISteamFriends[/api][/td][td]Interface to access information about individual users and interact with the [doclink=features/overlay][/doclink].…

[/td][/tr] [tr][td][api]ISteamMusic[/api][/td][td]Functions to control music playback in the steam client.[/td][/tr] [tr][td][api]ISteamNetworking[/api][/td][td]Networking functions for making connections and sending data between clients, traversing NATs when possible.…

Mode Shifting

Mode Shifting allows an input style of the controller to be 'shifted' into another mode while a button is being held. When released, the mode will change back to its normal mode. This allows additional buttons to be mapped or settings to be changed between modes. …

A complete list: [list] [*] Left Trigger Full Pull [*] Right Trigger Full Pull [*] Left Trigger Soft Pull* [*] Right Trigger Soft Pull* [*] Left Bumper [*] Right Bumper [*] Left Grip [*] Right Grip [*] Left Pad Click [*] Right Pad Click [*] Left Pad Touch [*] Right Pad Touch [*] Left Joystick Click [*] Right Joystick Click [*] D Pad Up [*] D Pad Down [*] D Pad Left [*] D Pad Right [*] A Button** [*] B Button** [*] X Button** [*] Y Button** [*] Start Button** [*] Select Button** [/list] [i]*Where available - note that Nintendo Switch controllers do not have Analog Triggers[/i] [i]**Actual label will vary between controller models[/i]…

Steam Screenshots

[callout][b]NOTE[/b]: The [doclink=features/overlay]Steam Overlay[/doclink] must be active in your game for the Screenshots system to be available.[/callout] Users can press a hotkey controlled by Steam (F12 by default), to trigger a screenshot. The user can change the hotkey and other screenshot settings that will take effect in any game they play in Steam by going to Settings -> In-Game. …

By default Steam will handle taking screenshots, but you can take over control by hooking the screenshots using [api]ISteamScreenshots::HookScreenshots[/api]. If you're hooking the screenshots you'll be getting a [apitype]ISteamScreenshots::ScreenshotRequested_t[/apitype] callback when the user presses the screenshot hotkey. …

Distributing Your Dedicated Game Server

You'll need to complete the required items listed on the right-hand side of your app landing page for the tool. When you're ready to release, you can use the controls to do so yourself. Here's what happens when you hit the release button for your Dedicated Server: [olist] [*] In most cases, you'll want your dedicated server to be able to run in anonymous mode so that you don't need the Steam Client or a specific Steam user to be signed in to run it. …

The dedicated server appID and associated depot(s) will be added to the anonymous steamcmd package (pkg 17906) to be downloadable using SteamCMD in anonymous mode. [*] The appID will get marked as 'released' so that you can actually run the server via SteamCMD. [/olist] If you don't have the controls to release your own tool (typically if Valve manually created your tool sometime in the past) then you'll need this to be done by a Valve representative. …

Authentication using Web API Keys

Each publisher key is associated with a Steamworks publisher group. Publisher only Web API methods control key access by: [list][*]Publisher Group App ID - Some publisher methods require that the appid value provided in the request is associated with the key's publisher group. [*]Key Permissions - All publisher methods have a permission group that must be associated with the request's key. …

To create a Publisher Web API key: [olist] [*] As a user with administrative rights in your Steamworks account, visit your groups list by going to [b]Users & Permissions[/b], then [b]Manage Groups[/b]. [*] Select an existing group or create a group. [i]We recommend creating a dedicated group to control Web API key game access.[/i] [*] Ensure the applications associated with the group are correct before creating a key. [*] Select [b]Create WebAPI Key[/b]. [*] Select the set of desired key permissions. [*] Select [b]Save Changes[/b] [*] The newly created key will display in the right-hand sidebar of that page. …

Features

Files specified in the Auto-Cloud configuration or written to disk (created, modified, deleted, etc.) using the Cloud API will automatically be replicated to the Steam servers after the game exits.[/td][/tr] [tr][td][doclink=features/steam_controller][/doclink][/td][td]Steam Input is a flexible input library that supports over three hundred devices including all common variants of Xbox, Playstation, Nintendo Switch, and Steam Controllers.…

The form of this creation by community members can vary depending on the nature of the game and what kind of control you wish to have over the content in your game.[/td][/tr] [tr][td][doclink=features/auth][/doclink][/td][td]Steamworks exposes multiple methods for authenticating a Steam user's identity and verifying ownership of an application.…

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