Info

  • Official Official addon
  • Github Github page
  • Requires paid-for service
  • Copyright Scirra Ltd. All rights reserved.

Statistics

  • Download count1,091 total downloads
  • Latest download count 102 downloads of latest version
  • Average download count3 downloads per day average

Owners

Description

Access Steam features in the Windows WebView2 and Linux CEF exporters. Requires r407.2+ for Windows and r412+ for Linux.

Example Files

A basic technical test project that uses the plugin features.

Discussion

  • 28 Comments

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  • Any tutorial or video teaching how to save to the Cloud using the File System? I use LocalStorage and Array to save, but the location of the json is unknown.

      • [-] [+]
      • 2
      • Ashley's avatar
      • Ashley
      • Construct Team Founder
      • 2 points
      • (4 children)

      There's a section describing how you can set this up in the 'Documentation' tab of this addon.

      • Thanks for replying Ashley, I'm already testing WebView2 with this Addon on Steam, congratulations on the significant improvements :)

        Regarding the explanation in the Documentation, I had commented after reading it, I am confused about how to use it, because according to the posts in the Forum and in the File System Guide, it is mentioned that it is not possible to save a file directly on the user's machine without permission.

        I saw that WebView2 creates a folder in Appdata just like Nwjs, I will test later which of these files are responsible for saving the game and then point to the Steam Cloud...

        According to Documentation tab, I can save my game's JSON in a location using the File System, is there an example of doing this using LocalStorage and Arrays, or even a better way to load a JSON array from Save..?

        Load more comments (2 replies)
      • Sorry for the huge text haha, thank you very much, I feel that this part of saving a JSON and loading it is what is missing in Construct3, and if it has already been implemented I need to learn now, after that the sky is the limit..

        Congratulations for the attention to the community, let's dethrone Unity HAHA

  • What about DLC check?

  • 4 new APIs have been added to Steam:

    GetCurrentBetaName

    GetNumBetas

    GetBetaInfo

    SetActiveBeta

    It would be nice to add them in the future :)

  • I feel like I bothered you yesterday with a lot of questions, so I would like to thank you for this excellent Addon, I am working now to have my game start in one of its 29 languages ​​according to the user's language, this addon allows this, which is incredible, congratulations!

    I plan to also use those descriptions from the friends list, where it says the game you are running and what stage you are in or something similar, for example Ashley is playing CSGO - Dust2 map OR In Lobby.., I didn't find any expression that allows me to manipulate this, has it already been added or do you plan to implement it?

  • About the achievements, I tested them and they are working, However, despite playing the sound, it does not appear on the screen during the game.

    The documentation says that this is due to the Overlay, I tried using it with it active and deactivated but the problem persists.

    What would be the correct way to solve this in terms of structure? do I activate or deactivate Overlay, do I execute any event after unlocking the achievement? Thanks

      • [-] [+]
      • 2
      • Ashley's avatar
      • Ashley
      • Construct Team Founder
      • 2 points
      • (2 children)

      Please contact Valve for support with the Steam Overlay - it's implemented entirely by Steam and completely out of our hands, there is virtually nothing we can do to change how it works ourselves.

      • Sure, I will contact them, thank you very much.

        Could you just confirm that I'm doing everything right?

        1. Leave the developer option unchecked, and the overlay checked, and put my game ID

        2. Create an action using Steamworks->Unlock Achievment with "achievement name"

        3. Export as Webview2

        Load more comments (1 replies)
  • I've implemented the following code to show the Steam Overlay when SHIFT+TAB is pressed:

    Keyboard: On TAB pressed (if SHIFT is down and SteamworksWebView2 is availble) -> Show Steam Overlay

    However, I'm unsure how to hide the Steam Overlay when SHIFT+TAB is pressed again. Could you advise on how to implement the "un-show" functionality, so that pressing SHIFT+TAB a second time would close or hide the Steam Overlay?

    Thanks for your help!

  • Should this work for the MacOS WKWebView platform? I tried the original Greenworks plugin and it doesn't open the steam overlay so was hoping this one might work but it gives an error when uploading it to steamworks.

      • [-] [+]
      • 1
      • Ashley's avatar
      • Ashley
      • Construct Team Founder
      • 1 points
      • (0 children)

      This plugin currently only supports the Windows WebView2 export option. WKWebView is a different technology.

  • Hold on... so this doesn't work with Linux???

    It might be a good idea to post this in bold somewhere so people don't spend half an hour changing their Steam achievements to a new system, only to then have to change them back after realising this...

    • [-] [+]
    • 1
    • 1 points
    • (1 child)
    [deleted]
    • You should probably have a debug text saying "Steamworks is available/not available" depending on if Steamworks works or not.

      It will help on understanding why it doesn't work. It might be you're not using the right compatible files.

      I haven't tried yet the Steamworks for Webview2 plugin so I don't know yet about the plugin.

      But in the meantime, I wrote a tutorial on my blog on how to export to Steam with NW.js and which versions of files to use to get your game working on all platforms (Windows, Mac, Linux, and Steamdeck) if you want.

      The article is here: sleepingpanda.games/blog/how-to-export-your-construct-3-game-for-steam-and-steamdeck

      Hope it helps!

  • Hi, hmm, if I use the basic version of the plugin 1.0 and do an export, then the game launches instantly, BUT if I use the new version of the plugin 1.0.1, then the game does not launch at all....( r359+ ) ( Even if the project is empty )

  • Load more comments (3 replies)