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); } ... …
More information on OpenVR and SteamVR can be found at http://steamvr.com. [subsection]Engine Support[/subsection] SteamVR implements OpenVR and is natively supported by Unreal Engine 4, and is also natively supported in Unity version 5.4+. …
Steam is one of the largest digital distribution platforms worldwide, with thousands of games available. Once you have created an Open VR driver, you may distribute it yourself or directly on Steam to users. …
[/callout] [section]Steamworks[/section] [url=https://codeberg.org/godotsteam/godotsteam/releases]GodotSteam 4.17[/url] and later have the Android ARM64 and Linux ARM64 libraries and should work with Steam Frame. [section]Building to Steam Frame[/section] For both Android and Linux builds you can use the [b]Export Project...…
If you have multiple export presets setup, make sure the one for Steam Frame is set to [b]runnable[/b]. [*]Optionally, turn on debug capabilities (Debug / Deploy With Remote Debug). [*]Click on [b]Remote Deploy[/b] in the top right toolbar and select [b]Steam Frame Lepton[/b] from the dropdown. …
ESteamNetworkingIdentityType m_eType; // // Get/Set in various formats. // void Clear(); bool IsInvalid() const; // Return true if we are the invalid type. Does not make any other validity checks (e.g. is SteamID actually valid) void SetSteamID( CSteamID steamID ); CSteamID GetSteamID() const; // Return black CSteamID (!IsValid()) if identity is not a SteamID void SetSteamID64( uint64 steamID ); // Takes SteamID as raw 64-bit number uint64 GetSteamID64() const; // Returns 0 if identity is not SteamID void SetIPAddr( const SteamNetworkingIPAddr &addr ); // Set to specified IP:port const SteamNetworkingIPAddr *GetIPAddr() const; // returns null if we are not an IP address. // "localhost" is equivalent for many purposes to "anonymous.…
[code]SteamNetworkingPOPID CalculateSteamNetworkingPOPIDFromString( const char *pszCode )[/code] Convert 3- or 4-character ID to 32-bit int. …
. -- Any sale page can support livestreaming, either from the games included on the sale page, or from specific Steam accounts added to an approval list. Note that Steam generally uses the terms "Livestream" and "Broadcast" interchangeably. …
[/doclink] [/list] [*] Broadcasts from Steam accounts explicitly added on the "Broadcast" tab and set to priority "Default" [*] Broadcasts from either of these sources: [list] [*] Broadcasts from Steam accounts explicitly added on the "Broadcast" tab and set to priority "General" [*] Any Official Broadcast associated with a game featured on the Sale page. …
[section]Overview[/section] This guide explains how languages are supported across Steam. Steam is a global platform with full official support for 29 languages across many platform features. Supporting as many languages, currencies and payment methods as possible enables Steam to provide the best experience possible to customers around the world. Over 60% of Steam users use it in a language other than English, so tailoring your experience for those users is important. [section]Types of localization[/section] Steam supports two separate types of localization - store page and in-game. …
[section]Steam Input[/section] "Steam Input" is the umbrella term referring to the entire collection of software, hardware, and configuration utilities that Steam uses to interface with games. [section]Steam Input Configurator[/section] The Steam Input Configurator (SIC) is built into the Steam client and sits between the player and their game/application. …
Again, the voice of someone they trust can make all the difference in discovering the interesting and exciting games to play next. These are the goals of Steam Curators–giving a way for trusted voices to help players explore Steam and discover interesting new games to play. [section]Steam Curators[/section] A Steam Curator is an individual or group of people who are interested in improving the shopping experience for others by highlighting games from within the Steam catalog. …
Some Curators started out as well-known individuals or press organizations that have established communities. Some have started entirely through Steam Curators and have built up an audience by serving a particular genre or niche audience really well. For a complete overview on Steam Curators, please see http://store.steampowered.com/about/curators/ [section]Curator Connect[/section] Curator Connect is designed to make it easy for you to send review copies to the Steam Curators with the right voice, personality, and audience for your game. …
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. …
To enable it, ensure that the plugin is enabled by going to [b]Window > Plugins[/b] in the Editor and making sure [b]Online Subsystem Steam[/b] is enabled. With that enabled, update your application’s DefaultEngine.ini file with the following, being sure to replace the SteamDevAppId with your own AppId: [code] [/Script/Engine.GameEngine] +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver") [OnlineSubsystem] DefaultPlatformService=Steam [OnlineSubsystemSteam] bEnabled=true SteamDevAppId=12345 ; If using Sessions bInitServerOnClient=true [/Script/OnlineSubsystemSteam.SteamNetDriver] NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection" [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] bDisableLibCppSharedDependencyValidation=True bSkipLibCpp=false [/code] [callout]For [b]Steamworks 1.64[/b] (adds 16KB page alignment for Android) you can cherry pick: https://github.com/Valve-VR/UnrealEngine/commit/be15c597a54371a3480d75694ddfed9a56e84de4[/callout] [section]Debugging and Profiling[/section] Please see the main [doclink=steamframe/debugging][/doclink] page for general information on the options available for debugging games on Steam Frame. …
[section]Testing[/section] Before deploying your update, you'll probably want to make sure you test it yourself from a Steam build. There are a number different ways you can do this, so be sure to check out the [doclink=store/testing]Testing on Steam documentation[/doclink]. …
This will allow your update information to appear accessible from the 'downloads' panel in the Steam client and to any customer that is following your game (which they can do from your community hub or store page), on your store page, and within the Steam library. …
Events are your communication channel with your players and prospective players on Steam. You can author a single event with images and metadata attached to it, and it will automatically be pushed out to all the relevant locations across Steam. To use this feature, your Steam account will need the 'Edit App Marketing Data'. [docimg=docs_events_vis_overview.jpg]docs_events_vis_overview.jpg[/docimg] Events appear in three main areas of Steam: [olist] [*] [b]Steam Community[/b] - Events appear on your community hub and in the activity feed of players that follow your game. [*] [b]Steam Store[/b] - Events appear on your game's store page and on the homepage when used with an [doclink=https://partner.steamgames.com/doc/marketing/visibility#update]Update Visibility Round[/doclink]. [*] [b]Steam Library[/b] - Events can appear on the library homepage and on your game's library detail page for players that play your game. …
The Steam Controller has left and right circular trackpads, whereas the PlayStation 4 controller features a single rectangular trackpad in the center. …
The PlayStation 4 and Xbox controllers all feature twin sticks, but the Steam Controller only has one, which is considered the "Left Joystick" in this case. The PlayStation 4, Xbox, and Steam controllers all feature "clickable sticks", that is, an extra digital button that sits underneath the joystick assembly itself. …
Indonesian regulators have specified that games must have an age rating in order to be offered to Indonesian customers on Steam. [callout]In the near future, Steam may no longer be able to display games to customers in Indonesia if the game is missing a valid age rating.…
Also, if there was a manual review by IGRS but the reviewed version was not the exact one you distribute on Steam, do not enter a IGRS rating. In particular, you must not submit a IGRS rating on Steam if it has been generated through the IARC process on a third-party store. …
Functions to create, consume, and interact with the [doclink=features/workshop]Steam Workshop[/doclink]. [section=functions]Member Functions[/section] Member functions for [code-inline]ISteamUGC[/code-inline] are called through the global accessor function [code-inline]SteamUGC()[/code-inline]. …
[/td][/tr] [tr][td][b]punBytesDownloaded[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the current bytes downloaded.[/td][/tr] [tr][td][b]punBytesTotal[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the total bytes. …
v=eYKfnWtQSaQ]video[/url] as an example. [callout=red] [h3]Warning[/h3] Although Steam Input re-scales the mouse position proportionally with resolution, many games do not apply consistent proportional scaling to their GUI elements. …
[list] [*] [b]Default User Setting[/b] No change to how the light functions [*] [b]Default XInput Slot Number Setting[/b] Slots 1-4 are colored red, blue, green, and purple, respectively. [*] [b]Custom Setting[/b] [list] [*][b]Controller Light Color[/b] Change the color of the light [*][b]Controller Light Saturation[/b] Change the intensity of the light [/list] [/list] [subsection]Music[/subsection] [docimg=legacy_music.png]legacy_music.png[/docimg] This lets you control music playback from your Steam music player. Options include: [list] [*] [b]STEAM MUSIC PLAY/PAUSE[/b] [*] [b]STEAM MUSIC NEXT[/b] [*] [b]STEAM MUSIC PREVIOUS[/b] [*] [b]STEAM MUSIC VOLUME UP[/b] [*] [b]STEAM MUSIC VOLUME DOWN[/b] [*] [b]STEAM MUSIC MUTE[/b] [/list] [subsection]Empty[/subsection] [docimg=legacy_empty.png]legacy_empty.png[/docimg] This does nothing, and is used for clearing out a previously selected special action.…
Steam Controller support API. This API has been deprecated in favor of ISteamInput - please see [doclink=api/ISteamInput][/doclink] for API info See the [doclink=features/steam_controller][/doclink] documentation for more information. …
I guess Steam has added support for // a new controller or we just forgot to add this art! //(i.e, we only have Steam Controller glyphs, but it's a PlasyStation 4 Controller) if( glyphTextureID == -1 ) { // Just get the image from the Steam client instead. …
[/td][/tr] [tr][td][b]login_token[/b][/td][td]string[/td][td]✔[/td][td]Login token to query[/td][/tr] [/table] Queries the status of the specified token, which must be owned by you [section=GetServerSteamIDsByIP]GetServerSteamIDsByIP[/section] [code=http]GET https://api.steampowered.com/IGameServersService/GetServerSteamIDsByIP/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.[/td][/tr] [tr][td][b]server_ips[/b][/td][td]string[/td][td]✔[/td][td][/td][/tr] [/table] Gets a list of server SteamIDs given a list of IPs [section=GetServerIPsBySteamID]GetServerIPsBySteamID[/section] [code=http]GET https://api.steampowered.com/IGameServersService/GetServerIPsBySteamID/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…
Steamworks is a set of tools that enable you to distribute your product to Steam customers and a set of features you can use in your product, such as matchmaking, leaderboards, Steam Workshop, etc. The Steamworks partner portal is where you'll be able to manage each of your products, and your account and company information. If you're trying to just get up to speed on Steam, check out our [doclink=quickstart]quick-start guide here.[/doclink] [olist] [*] [h4]Set Up Steamworks Account[/h4] The first step in getting started is to sign up to become a Steamworks partner. …
Lepton is a container for running Android apps on Linux devices such as Steam Frame. There is no Lepton container running by default on Steam Frame, so adb will not have anything to connect to until we start one. You can do this by going to your Steam Library on the Steam Frame, find "Lepton Development" and start the application. You should see a floating window appear with an Android home screen. …
[section]Overview[/section] The Steam Game Servers API provides everything you need to create dedicated servers for your game. You can host these game servers yourself, or allow your community to host them for you. This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that stay around after players leave (such as Team Fortress 2). [section]Steam Server Browser[/section] A large part of the game server experience on Steam comes from the unified server browser. Players can open the server browser from the steam client or in the [doclink=features/overlay][/doclink] [docimg=steam_server_browser.png]steam_server_browser.png[/docimg] You can get the same data as the server browser with the API functions available in [api]ISteamMatchmakingServers[/api]. …