Publish to the Workshop
Publishing takes a few fields in Studio and one button. Here is what to fill in, how to check the item before everyone sees it, and what changes in the project. About 15 minutes.
Цей посібник поки що лише англійською.
Before publishing you need:
- a built project with no errors and a preview — the “Build and check” step;
- Steam running and signed in to your account;
- the full version of Racelink: the demo has no Workshop.
Pick the category
In Studio select My HUD, the Project tab. Category in Add overlay decides where players find the overlay and gives the Workshop item its category tag. The template has Controls and gauges, which suits pedals and a gear. Racelink writes the choice to the manifest and to dist/ itself; no rebuild is needed.
Permissions
Without permissions an overlay gets telemetry and its own settings. Anything more private, or the internet, the overlay must ask for, and the player allows it in a dialog — one checkbox for each. The requests are set in the Permissions block of the same tab:
- What the computer plays
- The track, the artist and the artwork (system.media). In the manifest: media.
- Incoming Steam messages
- Private messages friends write in Steam. In the manifest: steamMessages.
- Internet access
- HTTPS and WSS to the hosts listed, up to 20, one per line. In the manifest: internet.
Tick what you need and press Save permissions; Studio writes them to the manifest:
"permissions": { "media": true, "internet": ["api.example.com"] }The Preview button shows the dialog a player sees when the overlay asks. My HUD needs none of this — leave the boxes empty. If your overlay asks for something, it must still work without it: the player may refuse.
Fill in the form
Further down the Project tab is the publishing form:
- Title
- What the overlay is called in the Workshop and in Racelink. It starts as name from the manifest.
- Description
- What the overlay shows, which games it works in and what its settings are. Players read it before subscribing.
- Tags, comma-separated
- Workshop searches use them. Racelink adds the category tag and the names of the supported games itself; the final list is under the field.
- Visibility
- Public — everyone sees it; Friends only; With the link — not in the catalogue, but anyone with the link can subscribe; Hidden — only you.
Publish
Press Publish to the Workshop. Racelink checks the package once more and uploads exactly what is in dist/. A few seconds later the form gives the item number and an Open in Steam button. Changes appear in the Workshop within a few minutes.
What changed in the project
Racelink wrote the title, the description and a workshop field to racelink.overlay.json (in the project and in dist/):
"workshop": { "publishedFileId": "3412345678", "tags": ["Inputs"], "visibility": "private" }publishedFileId is the item’s number in the Workshop. With it the next publish updates the same item instead of creating a new one. Do not remove it, and commit the change if you use Git.
Find the overlay in Racelink
In Racelink open Workshop → Mine: your published overlays are there. Players find the overlay in the Catalogue, subscribe, and Steam downloads it — the overlay appears in Add overlay under the category you chose.
If something goes wrong
- The publish button is disabled. The form says why: check errors, an empty title or a wrong tag. Fix check errors as in “Build and check”.
STEAM_UNAVAILABLE— Steam is not running or you are not signed in. Start Steam and try again.UPLOAD_FAILED— Steam rejected the upload and gave a code. Trying again a minute later often helps.NOT_OWNER— the manifest has someone else’spublishedFileId, for example you started from another author’s project. Removeworkshop.publishedFileIdto publish your copy as a new item.
What you should have
- My HUD is published, and the form showed the item number.
- The manifest has
workshop.publishedFileId. - The overlay is in the Steam Workshop and in Racelink’s Workshop → Mine.