Steamworks Documentation
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Managing Applications

[b]This method has the following advantages:[/b] [list] [*]You can explicitly set permissions for each individual user account. [*]You can control exactly which individual user accounts have access to your Application. [*]You can control exactly which packages are autogranted to the individual user accounts in the group. …

ISteamMusic Interface

Functions to control music playback in the steam client. This gives games the opportunity to do things like pause the music or lower the volume, when an important cut scene is shown, and start playing afterwards. …

This does not necessarily a song is currently playing, it may be paused. For finer grain control use [api]ISteamMusic::GetPlaybackStatus[/api]. [b]Returns:[/b] bool [b]true[/b] if a song is currently playing, paused, or queued up to play; otherwise [b]false[/b]. …

Steam Hardware

Valve ships hardware to help Steam users get the most out of their Steam Library. The Steam hardware lineup includes Steam Deck, Steam Controller, and the upcoming Steam Machine and Steam Frame devices. All of these devices are powered by Steam, and are optimized for gaming. …

Steam Workshop

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. This page is intended as an overview of the Steam Workshop and the different models available. …

Authors of these items will be able to update their content any time. [*] [doclink=#curated_workshop]Curated Workshop[/doclink] - This is best suited to maintaining tighter control over the items that are added and made available in your game, but requires work and an update to add each item to your game. This is typically better for smaller and less complex pieces of content such as weapons, hats, or other accessory items. …

Distributing Source Engine Games / Mods

[/b] We receive this question quite regularly, but very rarely permit mods to be sold; the reason being is that it sets an expectation that Valve has assigned a level of oversight and quality control over the development and ongoing support of the mod that we are unable to provide. [*] [h4]Q: Does my mod have to require ownership of the (modded) base game when I distribute my mod on Steam? …

This happens automatically in the default build of the SDK with TF2, but the mod maker will have control over what is actually used in the game. Mods cannot add or remove items from a TF2 player, nor modify any details of an item. A mod can control which items are equipped, have small changes or completely re-imagine what they do within the mod. [*] [h4]Q. …

Steam Community

You can add or remove sub-forums or customize existing ones with the following options: [list] [*]Name - The name of the subforum [*]Visibility - Controls who can view each subforum and the content in it. [*]Post rights - Who is able to post in existing threads and create new ones. …

You should also review and update the permissions that your moderators have to control the amount of features they have access to. You can read more about adding moderators [url=https://partner.steamgames.com/doc/marketing/community_moderation/adding_moderators]here[/url] [b]Q: Can I use the Steam community to let customers know of non-Steam versions of my game? …

Godot

First, make sure you have turned on Developer Mode as described in the [doclink=steamframe/setup][/doclink] this will let you deploy to the headset. [callout]If you’d like to use the [b]Steam Frame Controller Interaction Profile[/b] you’ll need to be on at least [b]Godot 4.6 beta 1.[/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. …

[/i] [*][b]OpenXR Action Map[/b] - You can optionally add the Steam Frame Controller profile but things will work via the Oculus Touch interaction profile as well. [*][b]XR Nodes[/b] - Setup XROrigin3D and XRCamera3D nodes in your scene. [*][b]Enable XR[/b] - Enable XR via "use_xr = true" in your viewport [i](see [url=https://docs.godotengine.org/en/stable/tutorials/xr/a_better_xr_start_script.html]this documentation[/url] for a more detailed version)[/i] [code] //Add this to your XROrigin3D node extends XROrigin3D func _ready() -> void: var xr_interface = XRServer.find_interface(“OpenXR”) if xr_interface and xr_interface.is_initialized(): get_viewport().use_xr = true [/code] [*][b]Export Template[/b] - Setup an Export Template if you haven't already (Project / Export) [subsection]Android:[/subsection] [list] [*][b]Add an Android Export Profile[/b] [i](Use the Add… button)[/i] [*][b]Rename the profile[/b] to Steam Frame [*][b]Enable Gradle Build[/b] - Tick the “use gradle build” tickbox [*][b]Set XR mode[/b] - Set the “XR Features/XR mode” to OpenXR [*][b]Enable Khronos plugin[/b] - If you’re using the vendor plugin, tick the "Enable Khronos plugin" tickbox [*][b]Android Build Template[/b] - Install the android build template (Project / Install Android Build Template). …

Steam Deck

Steam Deck includes a high resolution display, full-size ergonomic controls, updated Steam UI, and enough horsepower to run current-gen games. You can learn about developing for Steam Deck, developer kits, and more by visiting the links below. …

Unreal Engine

This is very useful for debugging and tuning! [section]Steam Frame Controllers[/section] While SteamVR will automatically remap bindings from other controllers if no bindings are provided for the Frame Controllers, specifying native bindings will always give the best user experience. To add bindings for Steam Frame Controllers you must have the SteamFrameOpenXRExtension plugin enabled. Then related Input Keys will show up in Unreal Engine's keybinding system. …

ISteamClient Interface

Returns NULL if any of the arguments are not valid. [subsection=GetISteamController]GetISteamController[/subsection] [code=cpp]ISteamController * GetISteamController( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hSteamUser[/b][/td][td][apitype]ISteamClient::HSteamUser[/apitype][/td][td]The user handle to get the interface from.…

[/td][/tr] [tr][td][b]pchVersion[/b][/td][td]const char *[/td][td]The version string that identifies the version of the interface that you receive.[/td][/tr] [/table] Retrieves the [api]ISteamController[/api] interface associated with the specified user handle. A constant containing the current version of the interface is: "STEAMCONTROLLER_INTERFACE_VERSION" You should never need to use this under normal conditions, it's usually functionally equivalent to calling the global accessor: [code-inline=cpp]SteamController()[/code-inline] [b]Returns:[/b] [api]ISteamController[/api] * A pointer to the implementation of SteamController associated with the given HSteamUser. …

Steam Playtest

This will generally start within a few minutes. The signup type option is also controlled from the Steam Playtest page on the partner site. You can change the signup type whenever you need. [section]Using Steam Keys for your Steam Playtest[/section] You can distribute Steam keys for your Playtest. …

Dev teams wanted the freedom to run a playtest without stressing about their user reviews or interfering with their wishlist numbers… but they also wanted the control to start, pause, and end their playtests. We hope this new set of tools helps developers get closer to their players and make better games as a result. …

ISteamRemotePlay Interface

[/td][/tr] [tr=k_ERemotePlayScancodeRightControl][td][b]k_ERemotePlayScancodeRightControl[/b][/td][td]228[/td][td]Right Control[/td][/tr] [tr=k_ERemotePlayScancodeRightShift][td][b]k_ERemotePlayScancodeRightShift[/b][/td][td]229[/td][td]Right Shift[/td][/tr] [tr=k_ERemotePlayScancodeRightALT][td][b]k_ERemotePlayScancodeRightALT[/b][/td][td]230[/td][td]Right ALT[/td][/tr] [tr=k_ERemotePlayScancodeRightGUI][td][b]k_ERemotePlayScancodeRightGUI[/b][/td][td]231[/td][td]Right GUI (windows, command, meta, etc.)…

[/td][/tr] [tr=k_ERemotePlayKeyModifierRightShift][td][b]k_ERemotePlayKeyModifierRightShift[/b][/td][td]0x0002[/td][td]Right shift is active.[/td][/tr] [tr=k_ERemotePlayKeyModifierLeftControl][td][b]k_ERemotePlayKeyModifierLeftControl[/b][/td][td]0x0040[/td][td]Left control is active.[/td][/tr] [tr=k_ERemotePlayKeyModifierRightControl][td][b]k_ERemotePlayKeyModifierRightControl[/b][/td][td]0x0080[/td][td]Right control is active.…

Franchise Pages

Here is what it looks like on the Half-Life store page: [docimg=halflifefranchise.PNG]halflifefranchise.PNG[/docimg] Developers can control which developer, publisher, or franchise is highlighted below each game’s written description. These controls will let creators specify the set of games to draw from, as well as the sort order for those games, and set one or more of the included games to force to the front of the list. …

ISteamGameServerStats Interface

If the "Set By" field for this achievement is "Official GS" then only game servers that have been declared as officially controlled by you will be able to set it. To do this you must set the IP range of your official servers in the [url=https://partner.steamgames.com/apps/dedicatedservers/]Dedicated Servers[/url] section of App Admin. …

If the "Set By" field for this stat is "Official GS" then only game servers that have been declared as officially controlled by you will be able to set it. To do this you must set the IP range of your official servers in the [url=https://partner.steamgames.com/apps/dedicatedservers/]Dedicated Servers[/url] section of App Admin. …

ISteamNetworkingUtils Interface

Returns the number of entries that were filled into your list. [section=functions_ping_location]Config Functions[/section] Control networking options. See ESteamNetworkingConfigValue for individual descriptions. [subsection=SetConfigValue]SetConfigValue[/subsection] [code=cpp]bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void *pArg );[/code] Set a configuration value. …

Instead, call this function to adjust the desired level of detail. The value here controls the detail level for most messages. You can control the detail level for various subsystems (perhaps only for certain connections) by adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx. …

How to load and run games on Steam Deck and Steam Machine

Click the [b]Register[/b] button to the right to register this devkit with the tool. This sets up a ssh key on the device and grants you full control. [*][b]On your Steam Deck/Machine[/b]: Approve the pairing request from your PC. [*]If you don't see anything in the devkit tool UI, check to make sure your Dev PC and Steam Deck/Machine are on the same LAN. …

[list] [*][b]Local Folder[/b] - The base directory that contains all the files necessary for your game to run. [*][b]Upload filtering[/b] - The upload process uses rsync over ssh, and is meant to be fast for repeated uploads with few content changes. There are three options to control what gets uploaded: [b]Exclude only[/b] takes a space separated list of patterns to exclude from the upload. [b]Include only[/b] will only upload files and directories matching the patterns, ignoring everything else. …

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. …

Enhanced Rich Presence

[docimg=rp_group_images.jpg]Rich Presence is shown in multiple contexts[/docimg] In this documentation, we’re going to cover two settings you can define to control how your game appears in players’ friends list: [list][*]Rich Presence String – used for displaying information about player state in your game that their friends may want to know [*]Friend Grouping – used for grouping friends together that are playing together in the game [/list] [section]Game controlled Rich Presence string[/section] [docimg=rp3_1.jpg]Friends can see more information about games at a glance[/docimg] The system in place is customizable so that your team can determine which information is the most interesting to a player's friends. …

Store Page, Building and Editing

[/callout] [subsection]Under "Basic Info" Tab[/subsection] [list][*]Accessibility support on Steam - Helping players find games that feature accessibility support - [url=https://store.steampowered.com/news/group/4145017/view/536595840131663918]More Info[/url] [*] Controller Support for your game - Describe the devices supported by your game - [url=https://store.steampowered.com/news/group/4145017/view/3684558162504860650]More Info[/url] [*] Expanded Social Media Links - More ways for players to find their way to your social media platforms - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/4592070813172257798 ]More Info[/url] [*] Anti-Cheat Declaration - Share anti-cheat information about your game - [url=https://store.steampowered.com/news/group/4145017/view/4547038620960934856]More Info[/url] [/list] [subsection]Under "Description" Tab[/subsection] [list][*]New Visual Editor - See exactly how your game description will look as you work, with a real-time preview of your text, images, and other formatting. - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/7126472323852954169?…

[/list] [/list] [subsection]Under "Special Settings" Tab[/subsection] [list][*]Pinned Bundles - Manage the order of the first bundles that appear on your store page - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/4592070813172257798 ]More Info[/url] [*] Related Games that you make - Control which developer, publisher, or franchise is highlighted below each game’s written description - [url=https://store.steampowered.com/news/group/4145017/view/4578559379959234050]More Info[/url] [*] Feature a DLC - Highlight one item of DLC at the top of the DLC list in a bigger way - [url=https://store.steampowered.com/news/group/4145017/view/4578559379959234050]More Info[/url] [/list] [section]Store Beta Mode[/section] When you are initially creating your store page, or when editing an existing store page, you can see most of your changes in beta mode before making those changes public. …

Steam Workshop Item Versioning

With the release of version 1.60 of the Steamworks SDK, content creators can now specify that a specific version of their item is valid for a Steam (beta) branch. [subsection]Version control for complex mods[/subsection] Version control of game builds and mod versions can be really important for supporting complex mods and evolving games. …

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