Steamworks Documentation
Found 26 search results for "cloud"
Steam Cloud

If you prefer a deeper integration with Steam Cloud (for example, allowing to choose which save files are stored in the cloud), then you should use the Cloud API. Otherwise you can use Steam Auto-Cloud. [section=steam_auto-cloud]Steam Auto-Cloud[/section] Steam Auto-Cloud is an alternative to the Steam Cloud API that allows apps to use Steam Cloud without writing code or modifying the game in any way. …

Steam Cloud Play (Beta)

Find the "Cloud Play" section and select two boxes “Enable your game to run streamed from the Cloud, hosted by Valve, and the following service providers:” and “NVIDIA GeForce NOW.” [*]6. …

[b]Do I need to do anything special to my game to make it compatible with Steam Cloud Play services?[/b] Fortunately there is very little work to get your game working on a Steam Cloud Play Service. You need to sign the addendum, opt each game into the program and ensure your game has either Steam Cloud enabled or its own online save system. …

OAuth

Unless others noted below, requests should be HTTP POST requests presented as form data and should set this header: [code]Content-Type: application/x-www-form-urlencoded[/code] [Section=RetrieveSteamID]Retrieving the User's SteamID[/Section] Once you have an OAuth token for a user, you can make a server to server call to securely get the SteamID for the user associated with that token by calling: [code]https://api.steampowered.com/ISteamUserOAuth/GetTokenDetails/v1/?access_token=token[/code] [Section=Cloud]Accessing Steam Cloud[/Section] To access Steam Cloud on behalf of a user, your OAuth client will need the [code-inline]read_cloud[/code-inline] and/or [code-inline]write_cloud[/code-inline] permission(s). …

[Section=Workshop]Accessing Steam Workshop[/Section] To access Steam Workshop on behalf of a user, your OAuth client will need the [code-inline]read_cloud[/code-inline] and/or [code-inline]write_cloud[/code-inline] permission(s). These permissions are scoped by AppId, so make sure to specify all AppIds which should be include when creating your Client ID. …

How to upload Android APKs to Steam

[docimg=android_launch_options.png]android_launch_options.png[/docimg] [section]Step 5 - Steam Cloud[/section] Navigate to the [b]Application > Steam Cloud[/b] tab for your app, and follow [doclink=features/cloud]these instructions[/doclink] for setting quota, etc. …

[docimg=android_cloud.png]android_cloud.png[/docimg] Finally, Set [b]OS[/b] to [b]Android[/b]. [section]Testing[/section] If you have builds for multiple platforms, choose the [b]Compatibility Tool[/b] in Steam app [b]Properties[/b], to select which variant gets downloaded and launched. …

Getting your game ready for Steam Deck and Steam Machine

This means that games should provide a form of cloud save via either Steam Cloud or an automatic third-party service such as a game- or publisher-specific account with server-side save files. 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. …

ICloudService Interface

Provides access to a Steam user's Steam Cloud files. This is mostly intended to enable cross-platform saves for your game. The Steam version of the game can use the Steamworks Cloud features (either the ISteamRemoteStorage API, or Steam Auto-Cloud). …

Your game will need to obtain permission from the user to access their Steam Cloud files. This can be done via [doclink=webapi_overview/OAuth]OAuth[/doclink]. Note that you will most likely want to request both [code-inline]read_cloud[/code-inline] and [code-inline]write_cloud[/code-inline] permissions. …

ISteamRemoteStorage Interface

[subsection=IsCloudEnabledForApp]IsCloudEnabledForApp[/subsection] [code=cpp]bool IsCloudEnabledForApp();[/code] Checks if the per game Steam Cloud setting is enabled for this user; or if they disabled it in the Game Properties->Update dialog. …

[b]Returns:[/b] bool [b]true[/b] if Steam Cloud is enabled for this app; otherwise, [b]false[/b]. [subsection=SetCloudEnabledForApp]SetCloudEnabledForApp[/subsection] [code=cpp]void SetCloudEnabledForApp( bool bEnabled );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]bEnabled[/b][/td][td]bool[/td][td]Enable ([b]true[/b]) or disable ([b]false[/b]) the Steam Cloud for this application?…

Features

For example, friends who own the game engage by knowing the right time to join the game or by talking about it with the player, and those who don't own the game may have their interest piqued by coming across a variety of rich presence strings that tell them more about a game that they don't know much about.[/td][/tr] [tr][td][doclink=features/cloud][/doclink][/td][td]The Steam Cloud provides an easy and transparent remote file storage system for your game. 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.…

Demos

See the [doclink=store/application/depots#shared_content_depots][/doclink] documentation for more info. [*] Share cloud storage with the full app: The saved game from the demo can be stored to the full game's cloud storage so that users can pick up where they left off in the demo once they buy the full game. …

[docimg=DemoUpsell.jpg]DemoUpsell.jpg[/docimg] [section]Using Achievements in Demos[/section] We recommend that you disable achievements in demos. Instead, store the saved game in the shared Steam Cloud as described in the [doclink=features/cloud]Cloud documentation[/doclink]. Then grant those achievements on loading the game in the full game after the user has purchased. …

Steam Machine

It runs SteamOS, Valve's operating system that's optimized for gaming, with fast suspend / resume and cloud saves. Steam Machine has a discrete semi-custom AMD desktop class CPU and GPU, and is roughly 6 times more powerful than Steam Deck. …

Debugging the Steamworks API

. [*] [b]testappcloudpaths <AppID>[/b] - Allows testing of auto-cloud configuration before enabling auto-cloud for all customers. This command only works for one app ID at a time and needs to be run on each client that is being tested with. [*] [b]log_callbacks <first callbackID> <last callbackID>[/b] - Logs all callbacks to the console. [*] [b]log_matchmaking_callbacks <0|1>[/b] - Enables/disables logging matchmaking callbacks. [*] [b]log_ipc <counts|verbose> <filter>[/b] - See [doclink=#steamworks_api_logging][/doclink]. …

Steam Workshop Implementation Guide

For example: [code]SteamAPICall_t hSteamAPICall = SteamUGC()->CreateItem( SteamUtils()->GetAppID(), k_EWorkshopFileTypeMicrotransaction );[/code] [subsection=EnableISteamUGC]Enabling ISteamUGC for a Game or Application[/subsection] Before workshop items can be uploaded to the Steamworks backend there are two configuration settings that must be made, Configuring Steam Cloud Quotas and Enabling the [api]ISteamUGC[/api] API. The Steam Cloud feature is used to store the preview images associated to workshop items. The Steam Cloud Quota can be configured with the following steps: [olist] [*] Navigate to the [url=https://partner.steamgames.com/apps/cloud/]Steam Cloud Settings[/url] page in the App Admin panel. [*] Set the [b]Byte quota per user[/b] and [b]Number of files allowed per user[/b] to appropriate values for preview image storage [*] Click Save [*] From the [b]Publish[/b] tab, click [b]Prepare for Publishing[/b] [*] Click [b]Publish to Steam[/b] and complete the process to publish the change. …

Steam Leaderboards

To create and download user generated content see the documentation for Steam Cloud. Once attached, the content will be available even if the underlying Cloud file is changed or deleted by the user. [section]Retrieving Leaderboard Entries[/section] [api]ISteamUserStats::DownloadLeaderboardEntries[/api] is used to retrieve leaderboard entries using the leaderboard handle retrieved through [api]ISteamUserStats::FindLeaderboard[/api]. …

How to debug Windows games on Steam Deck and Steam Machine

In order to have the remote debugging tools available, when you install Visual Studio, be sure to include a development Workload like the "Desktop development with C++" [docimg=VirtualBox_Win_10_05_08_2021_18_05_44.png]VirtualBox_Win_10_05_08_2021_18_05_44.png[/docimg] [section]Usage[/section] [subsection]Vulkan Examples[/subsection] The project [url=https://gitlab.steamos.cloud/jupiter/vulkan-examples]Vulkan Examples[/url] is a good starting point for getting used to remotely debug games uploaded to the Steam Deck or Steam Machine. Clone the project and change the current directory: [code] git clone --recursive https://gitlab.steamos.cloud/jupiter/vulkan-examples.git cd vulkan-examples [/code] The project contains several different small Vulkan samples located in the examples directory. …

Steam Screenshots

[docimg=screenshot_hotkey.png]screenshot_hotkey.png[/docimg] [subsection]Screenshot Uploader[/subsection] Upon quitting a game the Screenshot Uploader will automatically open with all of the screenshots that were taken during the previous session. Users can disable this behavior by going to Settings -> Cloud and unchecking "Open the screenshot uploader after closing game if screenshots were taken". [docimg=screenshot_uploader.png]screenshot_uploader.png[/docimg] The Screenshot Uploader can also be accessed at any time through Steam by going to View -> Screenshots or by clicking on "Screenshots" in the Steam Overlay. …

Steamworks API Reference

[/td][/tr] [tr][td][api]ISteamRemoteStorage[/api][/td][td]Provides functions for reading, writing, and accessing files which can be stored remotely in the Steam Cloud.[/td][/tr] [tr][td][api]ISteamScreenshots[/api][/td][td]Functions for adding screenshots to the user's screenshot library.[/td][/tr] [tr][td][api]ISteamTimeline[/api][/td][td]Functions for adding events to the game recording timeline.…

Steamworks Web API Reference

[/td][/tr] [tr][td][webapi]ICloudService[/webapi][/td][td]Steam Cloud API for use with cross-platform saves.[/td][/tr] [tr][td][webapi]IEconMarketService[/webapi][/td][td]Provides restricted access to the Steam Market for partners.…

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

The example below shows two such calls, one to enable testing Dynamic Cloud Sync for app 480, and the subsequent one to disable it: [docimg=deck_cef_client_console_example.png]deck_cef_client_console_example.png[/docimg] …

Developing for SteamOS and Linux

Note that the runtime you select needs to match the Steam for Linux SDK used to compile your executables. For more details see [url=https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/blob/main/docs/slr-for-game-developers.md]steam-runtime-guide[/url] To use this feature, your app must first setup a Launch Option that support Linux. …

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