See the instructions above, except you need to update the library path instead of the include path. [*] [b]Steam must be running to play this game ([api]steam_api::SteamAPI_Init[/api] failed).[/b] If you encounter this error when running the game, make sure that Steam is running. …
When you ship your own game through Steam this file will not be needed as Steam will auto-detect your AppID when the game is launched. [*] [b]The application has failed to start because steam_api.dll was not found. …
[b][code-inline]*[/code-inline][/b] To define the string to display in Steam friends list and chat, set the [code-inline]steam_display[/code-inline] key/value in [url=https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence]SetRichPresence[/url]. …
"#StatusWithScore" : "#StatusWithoutScore" ); // Sample of grouping friends together when they play together if ( nPartyMemberCount > 1 && strPartyID ) { // If we're in a party of more than one user, and we have a valid PartyID then // inform Steam's Rich Presence system. steamapicontext->SteamFriends()->SetRichPresence( "steam_player_group", strPartyID ); steamapicontext->SteamFriends()->SetRichPresence( "steam_player_group_size", CNumStr( nPartyMemberCount ) ); } else { // Otherwise, clear out whatever information we had there before; we're not in a party. …
[section]Overview[/section] Steam and Steamworks provide robust support for Virtual Reality experiences via SteamVR. This section provides information about how to develop SteamVR applications and additional requirements for distributing them on Steam. [table] [tr][td][doclink=features/steamvr/info]Overview[/doclink][/td] [td]Overview of SteamVR.[/td] [/tr] [tr][td][doclink=features/steamvr/settings][/doclink][/td] [td]Explains launch options and Steamworks settings for distributing Virtual Reality applications on Steam.…
When testing on a machine with an existing installation of Steam, simply place the [code-inline]steam_dev.cfg[/code-inline] which points to your local content server in the same directory as your Steam installation. When testing on a machine which does not have Steam installed, you will need to: [list] [*] Create the directory you plan to install Steam into [*] Place a copy of the [code-inline]steam_dev.cfg[/code-inline] that points to your local content server in this new directory [*] Select your new directory when installing Steam through your gold master [/list] When you have a final version of your gold master, you should test it on computers WITH and WITHOUT Steam installed to check both install paths. …
[subsection]On-Screen Horizontal / Vertical Position[/subsection] Same as in [doclink=features/steam_controller/radial_menus][/doclink] [subsection]Menu Opacity[/subsection] Same as in [doclink=features/steam_controller/radial_menus][/doclink] [subsection]Menu Size[/subsection] Same as in [doclink=features/steam_controller/radial_menus][/doclink] [subsection]Display Binding Label on Button[/subsection] Same as in [doclink=features/steam_controller/radial_menus][/doclink] [section]Menu Buttons[/section] Each "Menu Button X" option can have an action (and/or legacy key binding) assigned to it. …
The method for doing this is identical to the one described in the [doclink=features/steam_controller/radial_menus][/doclink] document. Touch menus and radial menus draw from the exact same source files. [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/radial_menus][/doclink] [/list] …
[/callout] [*][b]Product Submission Fee[/b] In order to get fully set up, you will need to pay a $100 USD (or equivalent) fee for each product you wish to distribute on Steam. You can pay this fee with any payment method supported by Steam in your region. For more information, please see [doclink=gettingstarted/appfee]Steam App Fee.…
" [section]Rules and Guidelines[/section] We have a few guidelines about the content that can be distributed via Steam. Please keep these guidelines in mind when choosing whether to proceed with distribution. In addition to the items below, content you publish on Steam must comply with the Steam Distribution Agreement, the [url=http://store.steampowered.com/subscriber_agreement/]Steam Subscriber Agreement[/url], [url=http://store.steampowered.com/online_conduct]Steam Online Conduct guidelines[/url] and the [url=http://store.steampowered.com/privacy_agreement/]Steam Privacy Policy[/url]. …
[section]Overview[/section] Are you interested in hosting a Sales Event on Steam, or expanding your off-Steam gaming event with an on-Steam presence? If so, Steam can equip you with tools to create your own [doclink=store/promo/thirdpartyevents]Third-Party Sales Event[/doclink]. …
Assets must be submitted no later than two weeks before the event starts. [*]Localization: While Steam will localize your PSDs, you’re responsible for localizing the sale page itself. Use Steam’s pre-localized text strings when possible. …
(If you are using a PS4 Controller with an external remapping tool and notice that Steam is detecting an Xbox 360 controller rather than a PS4 Controller, this is why) Steam will display a warning if you find yourself in this situation: [docimg=controller-remap.png]controller-remap.png[/docimg] [section]Legacy Mode Bindings[/section] But what if the game doesn't have native Steam Input support? …
[section]Further Reading[/section] This should give you a brief overview about how to start playing around with the Steam Input configurator. If you'd like to learn more, here's some articles to get you started: [list] [*] [doclink=features/steam_controller/concepts][/doclink] [*] [doclink=features/steam_controller/device][/doclink] [*] [doclink=features/steam_controller/iga_file][/doclink] [*] [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/browse_configs][/doclink] [*] [doclink=features/steam_controller/activators][/doclink] [*] [doclink=features/steam_controller/mouse_regions][/doclink] [*] [doclink=features/steam_controller/radial_menus][/doclink] [*] [doclink=features/steam_controller/touch_menus][/doclink] [*] [doclink=features/steam_controller/action_set_layers][/doclink] [*] [doclink=features/steam_controller/legacy_mode][/doclink] [/list]…
[/td][/tr] [tr][td][api]ISteamAppTicket[/api][/td][td]Interface to get app ownership data. This is used by the Steam DRM wrapper to let it ask about ownership with greater confidence.[/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]ISteamVideo[/api][/td][td]Provides functions to interface with the Steam video and broadcasting platforms.[/td][/tr] [tr][td][api]SteamEncryptedAppTicket[/api][/td][td]Utilities to decode/decrypt encrypted application tickets.…
Often streaming partners will put a banner 'Re-Broadcast' on the top right of their video. [*][h4]Q. Will Steam automatically re-broadcast my content?[/h4] A. No. Steam does not have the capability to re-broadcast your content. You need to continue to send us the video you want Steam to show. …
That will give you more control to configure your broadcast, and let you point Steam directly at your game appID rather than SteamVR.exe. [*][h4]Q. Can I test a stream on my store page by setting it to friends only?…
[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_eResult[/b][/td][td][apitype]steam_api::EResult[/apitype][/td][td]The result of the operation. Possible values: [list] [*] [apitype]steam_api::k_EResultOK[/apitype] - Success [*] [apitype]steam_api::k_EResultInvalidParam[/apitype] - This application is not a video and cannot be streamed. [*] [apitype]steam_api::k_EResultFileNotFound[/apitype] - This video has not been processed for streaming. [*] [apitype]steam_api::k_EResultAccessDenied[/apitype] - The video could not be accessed. Please ensure the account you are logged in with owns this video. [*] [apitype]steam_api::k_EResultNoConnection[/apitype] [apitype]steam_api::k_EResultServiceUnavailable[/apitype] - The video service is not available. [*] [apitype]steam_api::k_EResultTimeout[/apitype] - This video is not currently available to stream. [*] [apitype]steam_api::k_EResultBlocked[/apitype] - Sorry, this video is not yet available to watch. …
[section]Moderating Chat on your Steam Broadcast[/section] https://www.youtube.com/watch?v=ayrTy-IyyCo There are several ways that you can moderate the chat on your broadcast on Steam using the built-in moderation tools, and we'll cover the various ways to do that on this documentation page. …
There are two ways to get to this view: [list] [*]By using this URL format: [code]https://steamcommunity.com/broadcast/chatonly/<steamID of the broadcaster>[/code] The SteamID used here is the 64-bit Steam ID. A quick way to view your 64-bit Steam ID is to visit this URL: https://steamcommunity.com/broadcast/moderators (Your Steam ID will be appended to the end of this URL when you visit this site.) [*]Or, navigate to http://steamcommunity.com/broadcast/upload and then click on Broadcast Chat to open a new window to display all of the chat on your broadcast. …
[section]Overview[/section] The Steam Events Team often helps other companies and organizations bring their third-party events to Steam. Your games may even be invited to participate in these third-party events by the event organizers. …
[/list] [*][h4]Q: How can I know more about upcoming third-party events? / Does Steam keep a list of upcoming third-party events? / Can Steam introduce me to third-party event organizers?[/h4] [b]A:[/b] Steam does not have a calendar of upcoming events organized by third parties, nor can we offer introductions. …
[section]Overview[/section] Steam started as a multiplayer gaming platform with the release of Counter-Strike 1.6 and multiplayer has always been a huge focus. Steam provides many different features and APIs to improve the multiplayer experience for developers and customers alike. With these features you can easily allow players to find and play with each other using the Steam Matchmaking APIs, or use the Steam Game Servers API to provide persistent dedicated servers that your players can create communities around. …
[section]Overview[/section] Games that have achieved broad player engagement and some commercial success are eligible to create content that players can use in their Steam Community profile. These include Steam Trading Cards, Badges, Background, and Emoticons. Players on Steam can highlight content from their favorite games in various ways: [list] [*] Collect, trade and market [doclink=marketing/tradingcards]Steam Trading Cards[/doclink]. [*] Collect, trade, market and display emoticons and backgrounds on their profiles. [*] Craft badges to increase Steam XP and display on their profiles. [*] Use game emoticons in chat and posts on the Steam Community. [*] Include the game in their Game Collector showcase. [*] Display in-game items in the "Item Collector" and "Items To Trade" showcases. [*] Display game achievements in their Achievement Showcase. …
[h4]Q. Does this mean Steam thinks my game is fake? Do you think I'm a bad actor?[/h4] [b]A.[/b] No. Steam doesn't mark your game "bad" or "fake" - we will automatically recheck your game against our sales and player metrics several times per day. …
nSendFlags determines the delivery guarantees that will be provided, when data should be buffered, etc. E.g.: [list] [*] k_nSteamNetworkingSend_Unreliable [*] k_nSteamNetworkingSend_Reliable [*] k_nSteamNetworkingSend_NoNagle [*] k_nSteamNetworkingSend_NoDelay [/list] Note that the semantics we use for messages are not precisely the same as the semantics of a standard "stream" socket. …
[subsection=GetIdentity]GetIdentity[/subsection] [code=cpp]bool GetIdentity( SteamNetworkingIdentity *pIdentity );[/code] Get the identity assigned to this interface. E.g. on Steam, this is the user's SteamID, or for the gameserver interface, the SteamID assigned to the gameserver. …
SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. …
Developers can include a file named [b]vrpreferences.json[/b] at the root of their game package and SteamVR will read this file and automatically create the corresponding per-application default values for relevant settings. [callout]The [b]vrpreferences.json[/b] file is read when the application is being installed or upon startup of SteamVR. …
[b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamTimeline::SteamTimelineEventRecordingExists_t[/apitype] call result. …
[b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamTimeline::SteamTimelineGamePhaseRecordingExists_t[/apitype] call result. …
[subsection=CloseP2PChannelWithUser]CloseP2PChannelWithUser[/subsection] [code=cpp]bool CloseP2PChannelWithUser( CSteamID steamIDRemote, int nChannel );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDRemote[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user to close the connection with.…
[subsection=CloseP2PSessionWithUser]CloseP2PSessionWithUser[/subsection] [code=cpp]bool CloseP2PSessionWithUser( CSteamID steamIDRemote );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDRemote[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user to close the connection with.…
If the call failed then most likely Steam is not initialized. Make sure you have a Steam client open when you try to make this call and that [api]steam_api::SteamAPI_Init[/api] has been called before it. …
[code=cpp] ... // Initialize Steam bool bRet = SteamAPI_Init(); // Create the SteamAchievements object if Steam was successfully initialized if (bRet) { g_SteamAchievements = new CSteamAchievements(g_Achievements, 4); } ... …