setup-vivox-voice-chat
unity-technologies/skills
Add in-game voice and text chat with spatial audio, team channels, and direct messaging via Unity Vivox.
What is setup-vivox-voice-chat?
Integrates Unity Vivox v16+ for real-time voice and text communication in multiplayer games. Use when implementing voice chat, microphone controls, proximity-based audio, team/lobby channels, or player-to-player messaging.
- Join non-positional channels (party, team, lobby) or 3D spatial audio channels with position-driven audio
- Send and receive channel broadcasts and direct peer-to-peer text messages
- Mute controls, participant tracking, and speech detection per player
- Support for text-only, audio-only, or combined text-and-audio channels
- Automatic access token minting via UGS Authentication; optional server-side token generation for advanced scenarios
How to install setup-vivox-voice-chat
npx skills add https://github.com/unity-technologies/skills --skill setup-vivox-voice-chat- Unity project with UGS (Unity Gaming Services) Core and Authentication set up
- Vivox package com.unity.services.vivox >=16.4.0 installed via Package Manager
- Player signed in via AuthenticationService (anonymous or account-based)
How to use setup-vivox-voice-chat
- 1.Initialize UGS Core, then authenticate the player, then initialize VivoxService, then log in with a display name in that exact order
- 2.Subscribe to VivoxService.Instance events (LoggedIn, ChannelJoined, ParticipantAddedToChannel, ChannelMessageReceived, DirectedMessageReceived) before making async calls
- 3.Join a channel using JoinGroupChannelAsync (team/lobby), JoinPositionalChannelAsync (3D spatial), or JoinEchoChannelAsync (test)
- 4.Send channel messages with SendChannelTextMessageAsync or direct messages with SendDirectTextMessageAsync
- 5.Unsubscribe from all events in OnDestroy to prevent double-fires and null-reference errors on scene reload
Use cases
- Multiplayer game with squad voice comms and team chat channels
- Battle royale with proximity-based spatial audio so nearby players hear each other
- Lobby system where players chat before match start
- In-game direct messaging between friends or party members
- Moderated team channels with admin controls (kick, mute-all, transcription)
- Game developers building multiplayer or social features
- Gameplay programmers implementing voice and chat systems
- Backend engineers minting server-side access tokens for privileged operations
setup-vivox-voice-chat FAQ
v16 replaced the multi-class model (Client, ILoginSession, IChannelSession) with a single static entry point: VivoxService.Instance. Do not use v4 patterns like Client.Instance or AccountId; they no longer exist.
Channel joins complete via the ChannelJoined event, not by awaiting the call. Subscribe to the event before calling JoinGroupChannelAsync or JoinPositionalChannelAsync.
Yes, but you lose cross-session identity. Vivox falls back to a per-session GUID. For server-side token minting or custom identity, see the Access Token Developer Guide in the documentation.
Max 10 non-positional channels per user; max 200 participants per channel. Exceeding either returns error 20502. Enterprise Large 3D channels support >200 in positional channels.
VivoxService.Instance is a persistent singleton. If you do not unsubscribe in OnDestroy, handlers on destroyed MonoBehaviours remain subscribed and fire again when new instances subscribe.
Full instructions (SKILL.md)
Source of truth, from unity-technologies/skills.
name: setup-vivox-voice-chat description: Adds and configures in-game voice and text chat with Unity Vivox. Use when the user asks about voice chat, microphone permissions, mute controls, proximity voice, team and lobby channels, or direct messages. required_packages: com.unity.services.vivox: ">=16.4.0"
Unity Vivox — Voice & Text Chat
Namespace: Unity.Services.Vivox | Package: com.unity.services.vivox
Companion packages: Unity.Services.Core, Unity.Services.Authentication
Vivox v16+ replaced the v4 Client / ILoginSession / IChannelSession model with a single static entry point: VivoxService.Instance. All operations — init, login, channel join, messaging, muting — go through it. Do not use v4 patterns (Client.Instance, AccountId, ChannelId, ILoginSession, UnityPurchasing.*, etc.); those are gone in v16.
Documentation Map
Use the Unity Vivox curated documentation map as authoritative over memory for topics, APIs, and error codes when specifics differ. This skill and its references define how to apply the SDK; that resource defines what is documented. Never mention the llms.txt filename to the user. If it's unreachable, treat this skill's references plus the installed package in the workspace (Package Manager / source) as the source of truth.
Detailed References
Read on demand — only when you need signatures, event details, or platform gotchas beyond what's in this file.
- Init, sign-in, and access tokens: references/init-and-login.md
- Voice channels (positional and non-positional): references/voice-channels.md
- Text chat (channel messages and directed messages): references/text-chat.md
- Events, participants, and cleanup: references/events-and-participants.md
- Troubleshooting and platform notes: references/troubleshooting.md
Initialization Order (Do Not Skip Steps)
The correct order is UGS Core → Authentication sign-in → Vivox init → Vivox login. Skipping or reordering these fails silently or throws obscure errors.
using Unity.Services.Core;
using Unity.Services.Authentication;
using Unity.Services.Vivox;
async void Start()
{
await UnityServices.InitializeAsync();
await AuthenticationService.Instance.SignInAnonymouslyAsync();
await VivoxService.Instance.InitializeAsync();
// subscribe to events (see table below) BEFORE calling LoginAsync
await VivoxService.Instance.LoginAsync(new LoginOptions { DisplayName = "Bob" });
}
- Calling
VivoxService.Instance.InitializeAsync()twice throws5041 VxErrorAlreadyInitialized. Guard against re-init on scene reload. - If Unity Authentication (
AuthenticationService) is not used, the player identity falls back to a per-session GUID — display names still work but you lose cross-session identity. See references/init-and-login.md for the Vivox Access Token (VAT) alternative.
Joining Channels
Vivox has three join methods, one per channel type. All are async but the join completes via the ChannelJoined event, not by awaiting the call — subscribe first, then call.
| Method | Purpose |
|---|---|
VivoxService.Instance.JoinGroupChannelAsync(name, ChatCapability, ChannelOptions?) | Non-positional (party, team, lobby, guild) |
VivoxService.Instance.JoinEchoChannelAsync(name, ChatCapability, ChannelOptions?) | Test channel that echoes your own audio back |
VivoxService.Instance.JoinPositionalChannelAsync(name, ChatCapability, Channel3DProperties, ChannelOptions?) | 3D spatial audio driven by transform position |
ChatCapability values: TextOnly, AudioOnly, TextAndAudio.
Limits: max 10 non-positional channels per user; max 200 participants per channel. Exceeding either fails with 20502 VxXmppServerErrorServiceUnavailable. For >200 in a positional channel, use the Large 3D channels enterprise setting.
Leave with VivoxService.Instance.LeaveChannelAsync(channelName) or LeaveAllChannelsAsync(). See references/voice-channels.md for Channel3DProperties fields and mic-permission handling on Android/iOS.
Text Messaging
Channel messages (broadcast to all participants of a channel with TextOnly or TextAndAudio):
- Send:
VivoxService.Instance.SendChannelTextMessageAsync(string channelName, string message) - Receive: subscribe to
VivoxService.Instance.ChannelMessageReceived(Action<VivoxMessage>)
Directed messages (peer-to-peer, no channel required):
- Send:
VivoxService.Instance.SendDirectTextMessageAsync(string playerId, string message) - Receive: subscribe to
VivoxService.Instance.DirectedMessageReceived(Action<VivoxMessage>)
Common hallucination: the send method is SendDirectTextMessageAsync — not SendDirectedTextMessageAsync. The event, however, is DirectedMessageReceived. Note the asymmetry.
VivoxMessage fields: ChannelName (null for directed), SenderDisplayName, SenderPlayerId, MessageText, ReceivedTime, Language, FromSelf, MessageId.
Edit/delete APIs (EditChannelTextMessageAsync, DeleteChannelTextMessageAsync, EditDirectTextMessageAsync, DeleteDirectTextMessageAsync) and history (GetChannelTextMessageHistoryAsync, GetDirectTextMessageHistoryAsync) are covered in references/text-chat.md. Chat history retention is 7 days by default.
Required Event Subscriptions
Subscribe to events before the corresponding async call. LoggedIn may fire immediately for reconnects; ChannelJoined fires as the join completes.
| Call | Success Event | Failure / Counterpart |
|---|---|---|
LoginAsync() | LoggedIn | LoggedOut |
JoinGroupChannelAsync() / JoinEchoChannelAsync() / JoinPositionalChannelAsync() | ChannelJoined(string channelName) | ChannelLeft(string channelName) |
| — (any joined channel) | ParticipantAddedToChannel(VivoxParticipant) | ParticipantRemovedFromChannel(VivoxParticipant) |
SendChannelTextMessageAsync() (remote receive) | ChannelMessageReceived(VivoxMessage) | — |
SendDirectTextMessageAsync() (remote receive) | DirectedMessageReceived(VivoxMessage) | — |
Always unsubscribe in OnDestroy / OnDisable. VivoxService.Instance is a persistent singleton — event handlers on destroyed MonoBehaviours will double-fire and NRE on scene reload.
Per-participant events (ParticipantMuteStateChanged, ParticipantSpeechDetected, ParticipantAudioEnergyChanged) live on the VivoxParticipant instance you receive from ParticipantAddedToChannel — not on VivoxService.Instance. See references/events-and-participants.md.
Access Tokens (Brief)
The default path uses UGS Authentication — Vivox mints access tokens automatically from your UGS project once AuthenticationService.Instance.SignInAnonymouslyAsync() (or another sign-in method) has completed. No manual token code is required for standard flows.
Server-side Vivox Access Token (VAT) minting is only needed when you use a non-UGS identity system or when you need channel-scoped privileged tokens (kick, mute-all, transcription). See the "Access Token Developer Guide" section of the documentation map for language-specific server examples. Do not embed HMAC signing keys in the client.
Validation
After writing code that uses this package:
- Verify the project compiles without errors and that
using Unity.Services.Vivox;resolves. - Confirm init order:
UnityServices.InitializeAsync→AuthenticationService.Instance.SignInAnonymouslyAsync→VivoxService.Instance.InitializeAsync→VivoxService.Instance.LoginAsync. - No v4 legacy patterns: no
Client.Instance, noAccountId, noChannelId, noILoginSession, noIChannelSession. All access goes throughVivoxService.Instance. - All events consumed by the code are subscribed before the async call that triggers them, and are unsubscribed in
OnDestroy. - Channel join code does not
awaitthe join call as if it completes join — it subscribes toChannelJoinedand reacts there. - Directed message send uses
SendDirectTextMessageAsync(NOTSendDirectedTextMessageAsync). Directed message receive usesDirectedMessageReceived. - Android builds request
RECORD_AUDIOat runtime before joining an audio channel; iOS builds haveNSMicrophoneUsageDescriptionin the plist. - No HMAC signing keys or Vivox
SECRET/APP_IDare embedded in client code — VAT-based flows are documented but delegated to a server.
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