. [*] [b]API Name[/b] - The string used to access this stat using the API. [*] [b]Set By[/b] - Sets who can modify the stat. The default is Client. For more see [doclink=#game_server_stats][/doclink]. [*] [b]Increment Only[/b] - If set, this stat is only allowed to increase in value over time. [*] [b]Max Change[/b] - If set, sets a limit on the amount that the stat's value can change from one SetStat call to the next. [*] [b]Min Value[/b] - If set, the minimum numerical value this stat may take. …
This is to help ensure consistency and to avoid making it possible for a malicious game server to set anyone's stats at any time. Given the restriction, it is important not to wait until the end of a round to set stats. Set them continuously so you can store them as a user quits. …
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() ? k_ActionSetMenu : k_ActionSetGame ); ... } GameQuit(); } [/code]…
[subsection]Action Set Layers[/subsection] Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. …
These can consist of setting changes as well as adding or removing bindings from the base action set. More than one layer can be applied at a time and will be applied consecutively. …
You must set the minimum playtime required to earn a card under the badge's card drop settings. Images Required: [list][*][b]Type:[/b] Large Card Images [b]Format:[/b] 1920px x 1080px JPG, smaller than 350KB. …
[subsection=badges]Badges[/subsection] When a user collects the entire set of cards, they are able to craft a badge. There are 5 regular badges and one foil badge. Level 1 requires collecting the set 1 time, and 5 times for Level 5. …
Not everything needs to be a distinct action set though, you can also use action set layers to handle similar modes. For example if you can drive both a car and boat in your game you may want to include one "vehicle" action set with an action set layer of "boat" or "car" on top of it. Action set layers retain any settings of the parent action set and can make understanding and editing configurations more manageable for both your development team and your users. …
[b]NOTE:[/b] This will work only on achievements that game servers are allowed to set. 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. …
[b]NOTE:[/b] This will work only on achievements that game servers are allowed to set. 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. …
We highly recommend using [url=https://partner.steamgames.com/doc/features/cloud]Steam Cloud[/url] for automatic transfers. We recommend against syncing game configuration settings, ie., display resolution, between different devices. [*][b]Graphics Settings[/b]: Cloud saves are great, but make sure graphics settings are not included in that clouded data. …
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. …
[/td][/tr] [tr][td]Invert Horizontal Axis[/td][td]On, Off[/td][td]If set, moving left on the pad will move the mouse right, while moving right on the pad will move the mouse left. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out.…
[/td][/tr] [tr][td]Invert Vertical Axis[/td][td]On, Off[/td][td]If set, moving up on the pad will move the mouse down, while moving down on the pad will move the mouse up. Note that game settings often have this same setting, so you need to ensure they don't cancel each other out.…
We set this by selecting the special "action set" button in the binding screen and selecting "Apply Action layer --> System Options" from the pop up menu: [docimg=slime_rancher_radial_menu_config_3.png]slime_rancher_radial_menu_config_3.png[/docimg] Note that the special "action set" button will not appear in the binding menu if you don't have any custom action sets defined. This means that you must create your custom action set layer [i]before[/i] you try to set up the activation toggle for it. See the [doclink=features/steam_controller/action_set_layers][/doclink] article for more info on creating action set layers. …
[/td][/tr] [tr][td][b]pTags[/b][/td][td]const [apitype]ISteamRemoteStorage::SteamParamStringArray_t[/apitype] *[/td][td]A set of tags where at least one of the tags must attach to the UGC.[/td][/tr] [/table] Adds the requirement that the returned items from the pending UGC Query have at least one of the tags in the given set (logical "or"). …
[/td][/tr] [/table] Gets info about currently installed content on the disc for workshop items that have [code-inline]k_EItemStateInstalled[/code-inline] set. Calling this sets the "used" flag on the workshop item for the current player and adds it to their [code-inline]k_EUserUGCList_UsedOrPlayed[/code-inline] list. …
This can not be longer than [apitype]ISteamFriends::k_cubChatMetadataMax[/apitype].[/td][/tr] [/table] Sets a key/value pair in the lobby metadata. This can be used to set the the lobby name, current map, game mode, etc. This can only be set by the owner of the lobby. …
[/td][/tr] [tr][td][b]steamIDGameServer[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]Sets the Steam ID of the game server. Use [apitype]steam_api::k_steamIDNil[/apitype] if you're not setting this.[/td][/tr] [/table] Sets the game server associated with the lobby. …
You must hook up the Win32 [url=https://msdn.microsoft.com/en-us/library/5z4bw5h5.aspx]_set_se_translator[/url] function which calls a function you create to handle the minidump. In that function you can use [api]steam_api::SteamAPI_SetMiniDumpComment[/api] and [api]steam_api::SteamAPI_WriteMiniDump[/api] to notify Steam about the impending crash. …
SteamAPI_SetMiniDumpComment( "Minidump comment: SteamworksExample.exe\n" ); // The 0 here is a build ID, we don't set it. // Note that values larger than ten million (10,000,000) will cause error reporting to fail. …
The following fields must be completed to define a leaderboard: [list] [*] [b]Name[/b] - Set this to be a name that makes sense as part of internal development. [*] [b]Community Name[/b] - If the leaderboard is to be shown on the Community Hub, set the public facing name here. …
Select from Numeric, Seconds or Milliseconds. [*] [b]Writes[/b] - If this is set to Trusted, the leaderboard scores cannot be set by clients, and can only be set by via SetLeaderboardScore WebAPI. Defaults to false. [*] [b]Reads[/b] - If this is set to Friends, the game can only read leaderboard scores for friends of the user, all scores can always be read by WebAPI. …
Set the install directory on the [b]General[/b] section under the [b]Installation[/b] drop-down for your application's Steamworks Settings. [docimg=set_install_dir.png]set_install_dir.png[/docimg] [section=os_depots]Operating System Depots[/section] If your app supports multiple platforms, you should use separate depots to store the platform specific content. …
The value you replace [code-inline]"ActionSetNameGoesHere"[/code-inline] with will be the name of the action set that you use in the Steam Input API. And the value you replace [code-inline]"#TitleGoesHere"[/code-inline] with will be the localization token you use in the [code-inline]"localization"[/code-inline] section later in the file. …
If you find yourself using this feature for more than just fixing a few rare edge cases, you're probably overusing it. [/callout] [subsection]Action Set Layers[/subsection] In addition to Action Sets you can also overlay incremental changes to the active Action Set with an Action Set Layer. …
[/td][/tr] [tr][td][b]actionSetHandle[/b][/td][td][apitype]ISteamController::ControllerActionSetHandle_t[/apitype][/td][td]The handle of the action set you want to activate.…
[/td][/tr] [tr][td][b]actionSetHandle[/b][/td][td][apitype]ISteamController::ControllerActionSetHandle_t[/apitype][/td][td]The handle of the action set you want to query.…
Your upcoming game's release date in Steamworks serves two purposes: to tell players when they might expect your game, and to list your game on upcoming releases lists. How these dates appear can be customized within a set of options built into Steam. [docimg=release_dates_example1]release_dates_example1[/docimg] [section]Setting Your Game's Release Date[/section] The release date can be set from your game's landing page in Steamworks. On the right-hand side of the page, you'll see a section called "Specified release date". Click the edit icon there to update your release date settings. [section]Player-Facing Date Display[/section] You'll need to set an exact intended release date, which is not directly visible to players. …
The results are returned ordered by geographical distance and based on any near filters set. By default, we will not return lobbies that are already full, and the distance filter is set to [apitype]ISteamMatchmaking::k_ELobbyDistanceFilterDefault[/apitype] (nearby). …
If lobby data is changed on a lobby, all lobby members will receive a [apitype]ISteamMatchmaking::LobbyDataUpdate_t[/apitype] callback (this callback is the same way you know a [api]ISteamMatchmaking::RequestLobbyData[/api] call has completed). These are the set of functions you can use to get and set lobby data. Only the lobby owner can set or delete the lobby data. [list] [*] [api]ISteamMatchmaking::SetLobbyData[/api] [*] [api]ISteamMatchmaking::GetLobbyData[/api] [*] [api]ISteamMatchmaking::DeleteLobbyData[/api] [/list] Functions which allow you to iterate over the metadata, (this is typically only used for debugging purposes): [list] [*] [api]ISteamMatchmaking::GetLobbyDataCount[/api] [*] [api]ISteamMatchmaking::GetLobbyDataByIndex[/api] [/list] Lobbies also allow members to set their own metadata that other members can receive updates for with the following functions. …
You can formally link related games by defining and setting a franchise for each game, movie, software, or VR experience, and then linking each to a franchise homepage. This document covers the why and how. …
[url=https://steamcommunity.com/actions/GroupCreate]Create a new group[/url] or use an existing group you may have set up in the past with your franchise name. [url=https://support.steampowered.com/kb_article.php?ref=2092-QLZX-8453]Learn more about Steam Community groups[/url] [*][b]Set the ‘franchise’ on each game[/b] - In the ‘edit store page’ section for any of your games (right below where you set developer and publisher), you'll need to specify the franchise name you want to use and then click the 'link' button to select your group to link it to. …
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. …
Don't compare it to values obtained on another computer, or other runs of the same process. [subsection=SetDebugOutputFunction]SetDebugOutputFunction[/subsection] [code=cpp]void SetDebugOutputFunction( ESteamNetworkingSocketsDebugOutputType eDetailLevel, FSteamNetworkingSocketsDebugOutput pfnFunc );[/code] Set a function to receive network-related information that is useful for debugging. …