Steamworks Documentation
Found 21 search results for "console"
How to load and run games on Steam Deck and Steam Machine

This will ensure Proton and all its dependencies are properly installed. [/callout] [section=client_console]Steam Client Console[/section] If your development requires you to run Steam client console commands, these are available through the [b]CEF Console[/b]. …

This will include a CEF debug console on the right side of the page. Once the CEF debug window opens, in the Console tab, enable Steam Console output by running the command [code-inline]EnableSteamConsole()[/code-inline]. …

Debugging the Steamworks API

[section=command_line_parameters]Steam Command Line Parameters[/section] Steam uses command line parameters to expose developer details. [list] [*] [b]-console[/b] - Enables the Steam console. The console provides additional debugging information and allows you to use [doclink=#console_commands][/doclink]. …

[*] [b]-lognetapi[/b] - Logs all P2P networking info to [code-inline]log/netapi_log.txt[/code-inline]. [*] [b]-log_voice[/b] - Writes voice chat data to the [code-inline]logs/voice_log.txt[/code-inline] file [*] [b]-installer_test[/b] - Changes installing a retail game to emit all files to the [code-inline]install_validate/[/code-inline] folder instead of to the steam cache. [/list] [section=console_commands]Steam Console Commands[/section] In addition to providing additional output for error reporting or logging, the Steam console can also be used to issue commands to the steam client or servers. …

Steam Cloud

To test locally from a PC: [olist] [*] Sign in to Steam with an account that owns the app that you are testing. [*] Open the Steam Console by navigating to [code-inline]steam://open/console[/code-inline] in your browser. (You can also run Steam with the command-line [code-inline]steam -console[/code-inline] and then navigate to the Console section directly). [*] Enter [code-inline]@cloud_testdynamicsyncapp <AppId>[/code-inline] into the console with the given App ID that you are testing. …

[/olist] To test locally from a Steam Deck: [olist] [*] Connect your Steam Deck with a [doclink=steamdeck/devkits/loadgames]Devkit[/doclink] [*] To use the CEF Console, see [doclink=steamdeck/devkits/loadgames#client_console]here[/doclink] [*] In the JS console, enter [code-inline]SteamClient.Console.ExecCommand(“@cloud_testdynamicsyncapp <AppId>”)[/code-inline] to enable testing. …

Downloadable Content (DLC)

To do this, follow these steps: [list] [*] Launch steam.exe with the command -console (or run steam://nav/console) [*] Navigate to the Console tab in the client [*] Enter the command [code-inline]licenses_for_app[/code-inline] <appID>. …

You can test running your game and verify that any ownership APIs return false for the DLC. Going back to the Steam console, you can use [code-inline]enable_license[/code-inline] <packageID> to re-enable owning the DLC. Restarting Steam will also grant you automatic ownership again. …

Testing On Steam

If you are having trouble getting your files to download in Steam, launch "Steam.exe -dev", go to the Console Tab, and enter the command [code-inline]licenses_for_app <appID>[/code-inline] where <appID> is your appID you are trying to test. …

You can toggle the ownership (license) on and off using the Steam Console (launch Steam.exe -console), and then using the command [code-inline]enable_license[/code-inline] [section]Adding Friends to Test[/section] If you need to add brand-new Steam accounts to your friends list in order to test multiplayer functionality in your game, you will need to take an extra step. …

Microsoft Xbox One Controller

[section=Overview]Overview[/section] The Xbox One controller, originally designed for Microsoft's Xbox One home game console, was the second 3rd-party device to get official Steam Input support (simultaneous with the Xbox 360 controller and generic XInput devices). …

Autogrant Packages

[section]Testing Autogrants[/section] For testing autogrants, use the Steam console commands disable_license and enable_license, as described [doclink=store/application/dlc#7]here[/doclink]. …

Microsoft Xbox 360 Controller

[section=Overview]Overview[/section] The Xbox 360 controller, originally designed for Microsoft's Xbox 360 home game console, was the second third party device to get official Steam Input support (simultaneous with the Xbox One controller and generic XInput devices). …

Sony PlayStation 4 Controller

[docimg=ds4_controller_joysticks.png]ds4_controller_joysticks.png[/docimg] [subsection=ShareAndOptions]SHARE and OPTIONS[/subsection] [b]Digital[/b] The SHARE and OPTIONS buttons are on either side of the central touchpad. Although the SHARE button is reserved on the PS4 console, it is not on the PC when using the Steam Input configurator. Both buttons can be freely used by games & applications. [docimg=ds4_controller_share_options.png]ds4_controller_share_options.png[/docimg] [callout=green,fixed][b]NOTE[/b]: SHARE and OPTIONS correspond to SELECT and START on previous PlayStation Controller models.…

Stats and Achievements

To clear an achievement or stats without adding code to your game, you can use the Steam client console. Run with steam.exe -console, then: [list] [*] achievement_clear <appid> <achievement name> [*] reset_all_stats <appid> [/list] [subsection]The Steam Community[/subsection] After your game has been released then information about individual and global achievement progress will be displayed in the Steam Community. …

Steam Input Gamepad Emulation - Best Practices

[section]Showing device specific art[/section] We support a few ways to get device specific glyphs with Steam Input Gamepad Emulation – one for games that can load images at run-time that is future-proofed (meaning that when Steam updates Steam Input it will work without any game updates) and two for games which need to bake the images into their assets or want to use the same stylized art from the console ports of their game. Into the Breach uses their own art for Xbox/Steam Controllers: [docimg=intothebreach_xbox.PNG]intothebreach_xbox.PNG[/docimg] PlayStation: [docimg=intothebreach_ps4.PNG]intothebreach_ps4.PNG[/docimg] and Nintendo Switch controllers: [docimg=intothebreach_switchpro.PNG]intothebreach_switchpro.PNG[/docimg] [callout=green]Note: Even when using your own art we suggest you fallback to Steam's art when you don't recognize a controller or call our helper function to find the closest option that existed when your game was released so when future devices are added they have reasonable glyphs.…

The built-in templates for Steam Input are localized into all Steam's languages so please make sure you also localize your configuration to avoid English being shown to non-English users. [subsection]Picking a template[/subsection] Console controllers do not differentiate between the various gamepad template variants, but these settings are important for the Steam Controller. …

Step by Step: Leaderboards

[/code] [section]Step 4 - Testing and Troubleshooting[/section] This sample code outputs debug information to the debug console that can help you understand what calls are succeeding or failing. The following are some typical failure messages and fixes: [b]This application has failed to start because steam_api.dll was not found. …

Templates for In-Game Actions Files

[list] [*] [doclink=#basic]Basic[/doclink] [*] [doclink=#fps]First Person Shooter[/doclink] [*] [doclink=#action]Third Person Action / Adventure[/doclink] [*] [doclink=#tactics]Turn Based Tactics[/doclink] [*] [doclink=#rts]Real Time Strategy[/doclink] [*] [doclink=#4x]4X Strategy[/doclink] [*] [doclink=#jrpg]Console-style JRPG[/doclink] [*] [doclink=#adventure]Point-and-click Adventure[/doclink] [*] [doclink=#racing]Racing[/doclink] [*] [doclink=#platformer]Platformer[/doclink] [/list] [section=basic]Basic[/section] This is a completely minimal file -- one action set, one digital action, and one analog action. …

[code] "In Game Actions" { "actions" { "GameControls" { "title" "#Set_GameControls" "StickPadGyro" { "MoveCursor" { "title" "#Action_MoveCursor" "input_mode" "absolute_mouse" } "CameraPan" { "title" "#Action_CameraPan" "input_mode" "absolute_mouse" } "CameraZoom" { "title" "#Action_CameraZoom" "input_mode" "absolute_mouse" } } "Button" { "click" "#Action_Click" "cancel" "#Action_Cancel" "select" "#Action_Select" "inspect" "#Action_Inspect" "menu" "#Action_Menu" } } "MenuControls" { "title" "#Set_MenuControls" "Button" { "MenuUp" "#Menu_Up" "MenuDown" "#Menu_Down" "MenuLeft" "#Menu_Left" "MenuRight" "#Menu_Right" "Affirm" "#Menu_Affirm" "Cancel" "#Menu_Cancel" "Other" "#Menu_Other" "ScrollUp" "#Menu_ScrollUp" "ScrollDown" "#Menu_ScrollDown" "DismissMenu" "#Menu_DismissMenu" } } } "action_layers" { "title" "#Layer_Map" "Button" { "turn" "#Map_Turn" "next_colony" "#Map_NextColony" "prev_colony" "#Map_PreviousColony" } "title" "#Layer_Combat" "Button" { "next_unit" "#Battle_NextUnit" "prev_unit" "#Battle_PrevUnit" "retreat" "#Battle_Retreat" "attack" "#Battle_Attack" "move_unit" "#Battle_MoveUnit" } } "localization" { "english" { "Set_GameControls" "Game Controls" "Set_MenuControls" "Menu Controls" "Layer_Map" "Map Controls" "Layer_Combat" "Combat Controls" "Action_MoveCursor" "Move Cursor" "Action_CameraPan" "Pan camera" "Action_CameraZoom" "Zoom camera" "Action_Click" "Click" "Action_Cancel" "Cancel" "Action_Select" "Select" "Action_Inspect" "Inspect" "Action_Menu" "Menu" "Map_Turn" "End turn" "Map_NextColony" "Next Colony" "Map_PrevColony" "Previous Colony" "Battle_NextUnit" "Next Unit" "Battle_PrevUnit" "Previous Unit" "Battle_Retreat" "Retreat" "Battle_Attack" "Attack" "Battle_MoveUnit" "Move Unit" "Menu_Up" "Up" "Menu_Down" "Down" "Menu_Left" "Left" "Menu_Right" "Right" "Menu_Affirm" "Affirm" "Menu_Cancel" "Cancel" "Menu_Other" "Other" "Menu_ScrollUp" "Scroll Up" "Menu_ScrollDown" "Scroll Down" "Menu_DismissMenu" "Dismiss Menu" } } } [/code] [section=jrpg] Console-style JRPG[/section] A simple console-style JRPG where you move a character avatar around a map environment such as an overworld, dungeon, or town, and can interact with things. …

Steam Frame Input

[section]Controllers[/section] The Steam Frame Controllers have the same capabilities as your standard console gaming controllers plus touch states, grip buttons, capacitive finger tracking, and 6-DOF spatial tracking. This gives you many more options on how to let players interact with your titles. …

Uploading to Steam

Only depots in the included_depots sections are added; there is no exclude section anymore. [*] You can use Steam.exe (with the -dev and -console command-line parameters) or steamcmd.exe to build installer images. In both cases, use the "build_installer" command. [*] Log on with a Steam account that owns the game and all depots you want to put on the retail disc. Otherwise, the account doesn't need special rights, so anyone can build installer discs. [*] If you use Steam.exe, stop all other downloads. [*] Go to the console page and run the build_installer command: [code] build_installer sku_goldmaster.txt "D:\retail_disks" [/code] The build can take a while since all depots are re-downloaded the first time. [*] If you're building a GM using a local content server, run: [code-inline] @localcontentserver "webserver"[/code-inline] [code-inline] build_installer sku_goldmaster.txt "D:\retail_disks" local[/code-inline] The spew refers to 'Backup' since 'Retail install Disk' and local game backups are basically the same. [*] Once you see "Backup finished for AppID...…

Step by Step: Stats

[/code] [section]Step 4 - Testing and Troubleshooting[/section] This sample code outputs debug information to the debug console that can help you understand what calls are succeeding or failing. The following are some typical failure messages and fixes: [b]This application has failed to start because steam_api.dll was not found. …

Step by Step: Achievements

[/code] [section]Step 4 - Testing and Troubleshooting[/section] To set or clear stats or an achievement without adding code to your game, you can use the Steam client console. Run with steam.exe -console, then: [list] [*] achievement_clear <appid> <achievement name> [*] reset_all_stats <appid> [/list] [subsection]Previewing and Publishing[/subsection] Changes you make in the achievements editor are saved to your app's draft configuration. …

steam_api.h

[/td][/tr] [tr=k_EAccountTypeChat][td][b]k_EAccountTypeChat[/b][/td][td]8[/td][td]Steam group chat or lobby.[/td][/tr] [tr=k_EAccountTypeConsoleUser][td][b]k_EAccountTypeConsoleUser[/b][/td][td]9[/td][td]Fake Steam ID for local PSN account on PS3 or Live account on 360, etc.…

ISteamNetworkingUtils Interface

This can be extremely useful during development, but it can also be useful for troubleshooting problems with tech savvy end users. If you have a console or other log that customers can examine, these log messages can often be helpful to troubleshoot network issues.(Especially any warning/error messages.) …

Unreal Engine

[/callout] Once your package is deployed and running, the Device Output window in the editor will show you the live output logs from the game, as well as allow you to access console commands to send to the game. 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. …

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