Setup Vivox Voice Chat

作者 Unity-Technologiesba48956ae8be无许可证收录于 2026年10月8日更新于 2026年10月8日

Add and configure in-game voice chat and text chat for Unity multiplayer games using Unity Vivox. Covers microphone setup and mic permissions on Android/iOS, voice activity detection (VAD) tuning, voice volume and mute controls in a settings UI (VoiceVadMinimumVolume, mic slider, mute button, speaking indicator), proximity/3D spatial voice for FPS/co-op games, team/party/lobby/guild voice channels, push-to-talk, muting self and other players, whisper/direct messages, in-game text chat, and Vivox SDK init + Unity Authentication sign-in. Use when the user asks to add voice chat, voice comms, microphone/mic support, a voice-chat settings UI, mute button, VAD threshold, push-to-talk, proximity or spatial voice, team voice, party chat, lobby chat, direct messages, or mentions Vivox, VivoxService, com.unity.services.vivox, JoinGroupChannelAsync, JoinPositionalChannelAsync, LoginAsync, or migrating from legacy Vivox (Client.Instance / LoginSession / AccountId).

AI 生成的概览

指导在 Unity 多人游戏中接入 Unity Vivox 语音与文字聊天,包括频道、麦克风设置和设置界面。

功能
该技能提供在 Unity 多人游戏中集成 Unity Vivox(com.unity.services.vivox v16+)语音与文字聊天的说明。内容涵盖初始化顺序、登录、加入群组、回声和位置频道、发送频道与定向文字消息、必需的事件订阅以及清理。还涉及 Android 和 iOS 的麦克风权限、语音活动检测调优、静音与音量控制、按键说话、 proximity 语音以及验证检查。产出的是实现指导和代码模式,而不是文件或脚本。
适用场景
当用户要求在 Unity 游戏中添加语音聊天、语音通讯、麦克风支持、语音聊天设置界面、静音按钮、VAD 阈值、按键说话、 proximity 或空间语音、队伍或小队聊天、大厅聊天或私信时使用。当用户提到 Vivox、VivoxService、com.unity.services.vivox、JoinGroupChannelAsync、JoinPositionalChannelAsync、LoginAsync 或从旧版 Vivox 迁移时也适用。
运行要求
需要一个安装了 com.unity.services.vivox 包(>=16.4.0)以及 Unity.Services.Core 和 Unity.Services.Authentication 的 Unity 项目;需要网络访问 Unity 文档地图和 Vivox 服务;Android 构建需要运行时 RECORD_AUDIO 权限,iOS 构建需要 NSMicrophoneUsageDescription。该技能不附带脚本,只有说明和参考文档。

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 [blocked]
  • Voice channels (positional and non-positional): references/voice-channels.md [blocked]
  • Text chat (channel messages and directed messages): references/text-chat.md [blocked]
  • Events, participants, and cleanup: references/events-and-participants.md [blocked]
  • Troubleshooting and platform notes: references/troubleshooting.md [blocked]

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.

csharp
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 throws 5041 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 [blocked] 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.

MethodPurpose
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 [blocked] 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 [blocked]. 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.

CallSuccess EventFailure / Counterpart
LoginAsync()LoggedInLoggedOut
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 [blocked].

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:

  1. Verify the project compiles without errors and that using Unity.Services.Vivox; resolves.
  2. Confirm init order: UnityServices.InitializeAsync → AuthenticationService.Instance.SignInAnonymouslyAsync → VivoxService.Instance.InitializeAsync → VivoxService.Instance.LoginAsync.
  3. No v4 legacy patterns: no Client.Instance, no AccountId, no ChannelId, no ILoginSession, no IChannelSession. All access goes through VivoxService.Instance.
  4. All events consumed by the code are subscribed before the async call that triggers them, and are unsubscribed in OnDestroy.
  5. Channel join code does not await the join call as if it completes join — it subscribes to ChannelJoined and reacts there.
  6. Directed message send uses SendDirectTextMessageAsync (NOT SendDirectedTextMessageAsync). Directed message receive uses DirectedMessageReceived.
  7. Android builds request RECORD_AUDIO at runtime before joining an audio channel; iOS builds have NSMicrophoneUsageDescription in the plist.
  8. No HMAC signing keys or Vivox SECRET/APP_ID are embedded in client code — VAT-based flows are documented but delegated to a server.

来源与署名

来源:Unity-Technologies/unity-agent-plugin位于skills/setup-vivox-voice-chat提交ba48956

许可证: 无许可证

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