In other words, they mean that your game is making framerate. [*][b]Yellow[/b] means your game is running at half rate (each submitted frame is taking between 1 and 2 vsync intervals to finish). [*][b]Red[/b] means your game is taking more than 2 vsync intervals to finish each frame. [*][b]Pink[/b] means SteamVR's compositor GPU preemption failed for some reason. …
[/list] [section=GameTextures]Depth and Motion Vectors[/section] To validate depth and motion vectors submitted by your game, navigate to [b]VR Settings > Developer[/b] and select from the [b]Draw Performance Criteria Game Textures in Headset[/b] drop-down. …
If you tick "Include Debug Files", the debug files will be included in the packaged game. [docimg=Screenshot_2021-07-16_073647.png]Screenshot_2021-07-16_073647.png[/docimg] If you are not able to compile a native Linux build, e.g. if your game has external dependencies that don't support Linux, you can start a Windows build by using File->Package Project->Windows (64-bit). …
By launching the game a msvsmon server for remote debugging will automatically start too. As the last step you can now attach a debugger to the running game. …
[/td][/tr] [tr=k_EWorkshopFileTypeGame][td][b]k_EWorkshopFileTypeGame[/b][/td][td]6[/td][td]Unused, used to be for Greenlight game entries[/td][/tr] [tr=k_EWorkshopFileTypeSoftware][td][b]k_EWorkshopFileTypeSoftware[/b][/td][td]7[/td][td]Unused, used to be for Greenlight software entries.…
[/td][/tr] [tr=k_EWorkshopFileTypeSteamVideo][td][b]k_EWorkshopFileTypeSteamVideo[/b][/td][td]14[/td][td]Steam video.[/td][/tr] [tr=k_EWorkshopFileTypeGameManagedItem][td][b]k_EWorkshopFileTypeGameManagedItem[/b][/td][td]15[/td][td]Managed completely by the game, not the user, and not shown on the web.…
[/section] [i]Steamworks[/i] is a free suite of tools available to any developer to use in their game or software on Steam. [docsearch=big,centered][/docsearch] [linkblocks] [linkblock=gettingstarted] [h3]Getting Started[/h3] An overview of Steamworks, including features and usage guidelines. …
[/linkblock] [linkblock=sdk] [h3]Steamworks SDK[/h3] Here's the place where you learn how to integrate! [/linkblock] [/linkblocks] Looking for a quick-start guide, or need a shorter list of pages to start with? [doclink=quickstart]Try this. …
[/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. …
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. …
[b]See Also:[/b] [api]ISteamUGC::RemoveAppDependency[/api] [subsection=AddDependency]AddDependency[/subsection] [code=cpp]SteamAPICall_t AddDependency( PublishedFileId_t nParentPublishedFileID, PublishedFileId_t nChildPublishedFileID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]nParentPublishedFileID[/b][/td][td][apitype]ISteamRemoteStorage::PublishedFileId_t[/apitype][/td][td]The workshop item to add a dependency to.…
If the [code-inline]nParentPublishedFileID[/code-inline] item is of type [code-inline]k_EWorkshopFileTypeCollection[/code-inline], then the [code-inline]nChildPublishedFileID[/code-inline] is simply added to that collection. …
Here are social media PSD templates to celebrate your game on Steam Deck. (If your game is not Verified, please be sure to turn off those layers' visibility.) The templates use [url=https://fonts.adobe.com/fonts/motiva-sans]Motiva Sans[/url] from Adobe Fonts. …
Before starting you will want to have the following questions answered: [h4]Does your game already have networking?[/h4] If your game is peer-to-peer then all you need to do is integrate [doclink=#matchmaking][/doclink] with your networking to provide a great experience for Steam users. [h4]Do you want your game to be Peer-to-peer based or server based?[/h4] Depending on the type of game one or the other will likely make your game more enjoyable for users. …
You can find the SteamVR plugin on the [url=https://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647]Unity Asset Store[/url]. [section]OpenVR Drivers[/section] Hardware device makers can develop OpenVR drivers to easily enable support for VR content on [url=https://store.steampowered.com]Steam[/url]. 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. You can read more about making an OpenVR driver [url=https://github.com/ValveSoftware/openvr/wiki/Driver-Documentation]here[/url]. …
Functions to allow game servers to set stats and achievements on players. [section=functions]Member Functions[/section] Member functions for [code-inline]ISteamGameServerStats[/code-inline] are called through the global accessor function [code-inline]SteamGameServerStats()[/code-inline]. …
You can find additional debug information written to the [code-inline]%steam_install%\logs\stats_log.txt[/code-inline] file. [b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamGameServerStats::GSStatsStored_t[/apitype] call result. …
This only works in games with a single local player because there is only one mouse input and also relies on the game accepting simultaneous mouse and gamepad input. …
[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. …
Accounts that have the Steamworks permission "Edit App Marketing Data" for a given game will display the Steam persona name followed by "developer" in the Community Hub for that game, so the account can be recognized by users. …
This applies both to full versions of your game and to content patches that change the existing version.…
[b]Returns:[/b] bool [b]true[/b] if current user's phone is requiring verification; otherwise, [b]false[/b]. [subsection=BIsPhoneVerified]BIsPhoneVerified[/subsection] [code=cpp]bool BIsPhoneVerified();[/code] Checks whether the current user has verified their phone number. …
After calling this you can send the ticket to the entity where they can then call [api]ISteamUser::BeginAuthSession[/api]/[api]ISteamGameServer::BeginAuthSession[/api] to verify this entity's integrity. [b]Returns:[/b] [apitype]steam_api::HAuthTicket[/apitype] Triggers a [apitype]ISteamUser::GetAuthSessionTicketResponse_t[/apitype] callback. …
If it returns [b]false[/b], then your game was launched by the Steam client and no action needs to be taken. One exception is if a [code-inline]steam_appid.txt[/code-inline] file is present then this will return [b]false[/b] regardless. This allows you to develop and test without launching your game through the Steam client. Make sure to remove the [code-inline]steam_appid.txt[/code-inline] file when uploading the game to your Steam depot! …
[section=overview]Overview[/section] Steam Timeline is a feature that exists within the [url=https://store.steampowered.com/gamerecording]Game Recording[/url] framework designed to make it easy for players to find, save and share gameplay moments. [no_glow] [url]https://youtu.be/YwBD0E4-EsI[/url] [/no_glow] [section=requirements]Requirements[/section] Your game does not need to do anything special for the Game Recording to work, however the experience can be enhanced by adding some simple API calls to your game. …
If you need the overlay enabled, you can do so by: [olist] [*]Making sure your Steam account has the Edit App Metadata permission [*]Navigate from the App's landing page to > Edit Steamworks Settings > Installation tab > General Installation [*]Check box for Enable Steam Overlay for Application [*]Publish [/olist] [/callout] [section=activating]Integrating Steam Timeline functionality in your app[/section] The Steam Timeline API calls can be found here: [api]ISteamTimeline[/api] [section=icons]Timeline Icons[/section] Steam Timelines includes a set of icons ready to use for your game. …
[introblock=ComingSoon2.gif] [h5]In Brief[/h5]Set up a page with information about your game to start building an audience and giving players a place to learn more and add to their wishlist. [h5]Level of integration[/h5]You'll need a set of branding images, written description, and ideally a gameplay trailer. …
[section]Timing[/section] It is recommended that you publish your Coming Soon page as soon as you are ready to start talking publicly about your game. When you post information about your game, you can use your Coming Soon page on Steam to start collecting feedback and let customers add your game to their [doclink=marketing/wishlist]Wishlist[/doclink]. …
One example would be if your game economy is impacted if a DLC includes items or currency that are meant to be used only once. Or if you implement your own banning system (that's not VAC), you may need to verify game ownership in case both the player and the original game owner need to be banned for malicious behavior in a game. There are two ways to check if a game is being accessed via Family Sharing, client-side or server side. [section]Checking Family Sharing status via Client API[/section] Your running game can call [doclink=api/ISteamApps#BIsSubscribedFromFamilySharing]ISteamApps::BIsSubscribedFromFamilySharing[/doclink] to check if the game is accessed via family sharing. …
For an overview on updating your game, please see [doclink=store/updates]Updating Your Game - Best Practices[/doclink]. What follows are technical topics related to updating your game. …
[section]Post your patchnotes[/section] Once your update is live, players will see the game update in their Steam client. Many players will click to learn about what has just updated, so it's important that you post your patchnotes or update description with the Steam Events & Announcement tools. …
[subsection]Receiving Status[/subsection] To receive payment status for a billing agreement, your game server should call the WebAPI [webapi]ISteamMicroTxn/GetReport[/webapi]. GetReport will show all transactions associated with your game (appID), including those produced by a billing agreement. Additionally, since users can cancel and renew subscriptions from within their Steam account, the game can receive notification of those actions through this API. Your game server should call GetReport frequently, at least every couple of seconds, so that it can always be up-to-date. …
Please verify your [code-inline]key=[/code-inline] parameter.[/td][/tr] [tr][td]403[/td][td]Forbidden[/td][td]Access is denied. Retrying will not help. Please verify your [code-inline]key=[/code-inline] parameter.[/td][/tr] [tr][td]404[/td][td]Not Found[/td][td]The API requested does not exists.…