Setup Vivox Voice Chat

作者 unity-technologiescb1dccb8f5ad無授權條款1K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫今天更新

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.

AI 產生的概覽

引導 Unity 開發者接入 Vivox v16 語音與文字聊天,涵蓋初始化、登入、頻道、訊息與事件。

功能
此技能提供將 Unity 的 Vivox 套件(com.unity.services.vivox)整合到 Unity 專案以實現遊戲內語音與文字聊天的說明。內容涵蓋必要的初始化順序、群組、回音與位置頻道的加入方法、頻道訊息與定向訊息、事件訂閱、存取權杖以及驗證清單。它也會指向五個隨附的參考檔案,分別涉及初始化與登入、語音頻道、文字聊天、事件與疑難排解。
適用情境
當使用者在 Unity 專案中詢問遊戲內語音聊天、麥克風權限、靜音控制、鄰近語音、隊伍或大廳頻道或私訊時使用。它適合撰寫或審查 Vivox v16 整合程式的開發者。
執行需求
需要一個已安裝 com.unity.services.vivox 套件(>=16.4.0)以及 Unity.Services.Core 和 Unity.Services.Authentication 的 Unity 專案;需要連線至 Unity 服務與 Unity 文件地圖的網路存取。它不附帶指令碼,只有說明與參考文件。

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.

來源與署名

來源:unity-technologies/skills位於skills/setup-vivox-voice-chat提交cb1dccb

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