npx skills add ...
npx skills add unity-technologies/skills --skill setup-vivox-voice-chat
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).
npx skills add unity-technologies/skills --skill setup-vivox-voice-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.
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.
Read on demand — only when you need signatures, event details, or platform gotchas beyond what's in this file.
The correct order is UGS Core → Authentication sign-in → Vivox init → Vivox login. Skipping or reordering these fails silently or throws obscure errors.
VivoxService.Instance.InitializeAsync() twice throws 5041 VxErrorAlreadyInitialized. Guard against re-init on scene reload.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.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.
Channel messages (broadcast to all participants of a channel with TextOnly or TextAndAudio):
VivoxService.Instance.SendChannelTextMessageAsync(string channelName, string message)VivoxService.Instance.ChannelMessageReceived (Action<VivoxMessage>)Directed messages (peer-to-peer, no channel required):
VivoxService.Instance.SendDirectTextMessageAsync(string playerId, string message)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.
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.
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.
After writing code that uses this package:
using Unity.Services.Vivox; resolves.UnityServices.InitializeAsync → AuthenticationService.Instance.SignInAnonymouslyAsync → VivoxService.Instance.InitializeAsync → VivoxService.Instance.LoginAsync.Client.Instance, no AccountId, no ChannelId, no ILoginSession, no IChannelSession. All access goes through VivoxService.Instance.OnDestroy.await the join call as if it completes join — it subscribes to ChannelJoined and reacts there.SendDirectTextMessageAsync (NOT SendDirectedTextMessageAsync). Directed message receive uses DirectedMessageReceived.RECORD_AUDIO at runtime before joining an audio channel; iOS builds have NSMicrophoneUsageDescription in the plist.SECRET/APP_ID are embedded in client code — VAT-based flows are documented but delegated to a server.