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Instructions updated for setup-vivox-voice-chat
Full description — Now says: 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...
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Full description
Sep 30, 2026 · 23:16 UTC
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 sett...
Oct 24, 2026 · 13:03 UTC
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.
Skill instructions
Sep 30, 2026 · 23:16 UTC
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 sett...
Oct 24, 2026 · 13:03 UTC
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.
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--- before +++ after @@ -1,6 +1,6 @@ --- name: setup-vivox-voice-chat -description: 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). +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" ---
Full technical diff · 2 changed fields
changed /description
"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)."
"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."
changed /skill_md_contents
"---\nname: setup-vivox-voice-chat\ndescription: 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).\nrequired_packages:\n com.unity.services.vivox: \">=16.4.0\"\n---\n\n# Unity Vivox — Voice & Text Chat\n\nNamespace: `Unity.Services.Vivox` | Package: `com.unity.services.vivox`\nCompanion packages: `Unity.Services.Core`, `Unity.Services.Authentication`\n\nVivox 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.\n\n## Documentation Map\n\nUse the [Unity Vivox curated documentation map](https://docs.unity.com/en-us/vivox-unity/llms.txt) 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.\n\n## Detailed References\n\nRead on demand — only when you need signatures, event details, or platform gotchas beyond what's in this file.\n\n- **Init, sign-in, and access tokens:** [references/init-and-login.md](references/init-and-login.md)\n- **Voice channels (positional and non-positional):** [references/voice-channels.md](references/voice-channels.md)\n- **Text chat (channel messages and directed messages):** [references/text-chat.md](references/text-chat.md)\n- **Events, participants, and cleanup:** [references/events-and-participants.md](references/events-and-participants.md)\n- **Troubleshooting and platform notes:** [references/troubleshooting.md](references/troubleshooting.md)\n\n## Initialization Order (Do Not Skip Steps)\n\nThe correct order is **UGS Core → Authentication sign-in → Vivox init → Vivox login**. Skipping or reordering these fails silently or throws obscure errors.\n\n```csharp\nusing Unity.Services.Core;\nusing Unity.Services.Authentication;\nusing Unity.Services.Vivox;\n\nasync void Start()\n{\n await UnityServices.InitializeAsync();\n await AuthenticationService.Instance.SignInAnonymouslyAsync();\n await VivoxService.Instance.InitializeAsync();\n // subscribe to events (see table below) BEFORE calling LoginAsync\n await VivoxService.Instance.LoginAsync(new LoginOptions { DisplayName = \"Bob\" });\n}\n```\n\n- Calling `VivoxService.Instance.InitializeAsync()` twice throws `5041 VxErrorAlreadyInitialized`. Guard against re-init on scene reload.\n- 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](references/init-and-login.md) for the Vivox Access Token (VAT) alternative.\n\n## Joining Channels\n\nVivox 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.\n\n| Method | Purpose |\n|---|---|\n| `VivoxService.Instance.JoinGroupChannelAsync(name, ChatCapability, ChannelOptions?)` | Non-positional (party, team, lobby, guild) |\n| `VivoxService.Instance.JoinEchoChannelAsync(name, ChatCapability, ChannelOptions?)` | Test channel that echoes your own audio back |\n| `VivoxService.Instance.JoinPositionalChannelAsync(name, ChatCapability, Channel3DProperties, ChannelOptions?)` | 3D spatial audio driven by transform position |\n\n`ChatCapability` values: `TextOnly`, `AudioOnly`, `TextAndAudio`.\n\n**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.\n\nLeave with `VivoxService.Instance.LeaveChannelAsync(channelName)` or `LeaveAllChannelsAsync()`. See [references/voice-channels.md](references/voice-channels.md) for `Channel3DProperties` fields and mic-permission handling on Android/iOS.\n\n## Text Messaging\n\n**Channel messages** (broadcast to all participants of a channel with `TextOnly` or `TextAndAudio`):\n\n- Send: `VivoxService.Instance.SendChannelTextMessageAsync(string channelName, string message)`\n- Receive: subscribe to `VivoxService.Instance.ChannelMessageReceived` (`Action<VivoxMessage>`)\n\n**Directed messages** (peer-to-peer, no channel required):\n\n- Send: `VivoxService.Instance.SendDirectTextMessageAsync(string playerId, string message)`\n- Receive: subscribe to `VivoxService.Instance.DirectedMessageReceived` (`Action<VivoxMessage>`)\n\n**Common hallucination:** the send method is `SendDirectTextMessageAsync` — **not** `SendDirectedTextMessageAsync`. The event, however, **is** `DirectedMessageReceived`. Note the asymmetry.\n\n`VivoxMessage` fields: `ChannelName` (null for directed), `SenderDisplayName`, `SenderPlayerId`, `MessageText`, `ReceivedTime`, `Language`, `FromSelf`, `MessageId`.\n\nEdit/delete APIs (`EditChannelTextMessageAsync`, `DeleteChannelTextMessageAsync`, `EditDirectTextMessageAsync`, `DeleteDirectTextMessageAsync`) and history (`GetChannelTextMessageHistoryAsync`, `GetDirectTextMessageHistoryAsync`) are covered in [references/text-chat.md](references/text-chat.md). Chat history retention is 7 days by default.\n\n## Required Event Subscriptions\n\nSubscribe to events **before** the corresponding async call. `LoggedIn` may fire immediately for reconnects; `ChannelJoined` fires as the join completes.\n\n| Call | Success Event | Failure / Counterpart |\n|---|---|---|\n| `LoginAsync()` | `LoggedIn` | `LoggedOut` |\n| `JoinGroupChannelAsync()` / `JoinEchoChannelAsync()` / `JoinPositionalChannelAsync()` | `ChannelJoined(string channelName)` | `ChannelLeft(string channelName)` |\n| — (any joined channel) | `ParticipantAddedToChannel(VivoxParticipant)` | `ParticipantRemovedFromChannel(VivoxParticipant)` |\n| `SendChannelTextMessageAsync()` (remote receive) | `ChannelMessageReceived(VivoxMessage)` | — |\n| `SendDirectTextMessageAsync()` (remote receive) | `DirectedMessageReceived(VivoxMessage)` | — |\n\n**Always unsubscribe in `OnDestroy` / `OnDisable`.** `VivoxService.Instance` is a persistent singleton — event handlers on destroyed MonoBehaviours will double-fire and NRE on scene reload.\n\nPer-participant events (`ParticipantMuteStateChanged`, `ParticipantSpeechDetected`, `ParticipantAudioEnergyChanged`) live on the `VivoxParticipant` instance you receive from `ParticipantAddedToChannel` — not on `VivoxService.Instance`. See [references/events-and-participants.md](references/events-and-participants.md).\n\n## Access Tokens (Brief)\n\nThe 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.\n\nServer-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.\n\n## Validation\n\nAfter writing code that uses this package:\n\n1. Verify the project compiles without errors and that `using Unity.Services.Vivox;` resolves.\n2. Confirm init order: `UnityServices.InitializeAsync` → `AuthenticationService.Instance.SignInAnonymouslyAsync` → `VivoxService.Instance.InitializeAsync` → `VivoxService.Instance.LoginAsync`.\n3. No v4 legacy patterns: no `Client.Instance`, no `AccountId`, no `ChannelId`, no `ILoginSession`, no `IChannelSession`. All access goes through `VivoxService.Instance`.\n4. All events consumed by the code are subscribed **before** the async call that triggers them, and are unsubscribed in `OnDestroy`.\n5. Channel join code does not `await` the join call as if it completes join — it subscribes to `ChannelJoined` and reacts there.\n6. Directed message send uses `SendDirectTextMessageAsync` (NOT `SendDirectedTextMessageAsync`). Directed message receive uses `DirectedMessageReceived`.\n7. Android builds request `RECORD_AUDIO` at runtime before joining an audio channel; iOS builds have `NSMicrophoneUsageDescription` in the plist.\n8. No HMAC signing keys or Vivox `SECRET`/`APP_ID` are embedded in client code — VAT-based flows are documented but delegated to a server.\n""---\nname: setup-vivox-voice-chat\ndescription: 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.\nrequired_packages:\n com.unity.services.vivox: \">=16.4.0\"\n---\n\n# Unity Vivox — Voice & Text Chat\n\nNamespace: `Unity.Services.Vivox` | Package: `com.unity.services.vivox`\nCompanion packages: `Unity.Services.Core`, `Unity.Services.Authentication`\n\nVivox 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.\n\n## Documentation Map\n\nUse the [Unity Vivox curated documentation map](https://docs.unity.com/en-us/vivox-unity/llms.txt) 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.\n\n## Detailed References\n\nRead on demand — only when you need signatures, event details, or platform gotchas beyond what's in this file.\n\n- **Init, sign-in, and access tokens:** [references/init-and-login.md](references/init-and-login.md)\n- **Voice channels (positional and non-positional):** [references/voice-channels.md](references/voice-channels.md)\n- **Text chat (channel messages and directed messages):** [references/text-chat.md](references/text-chat.md)\n- **Events, participants, and cleanup:** [references/events-and-participants.md](references/events-and-participants.md)\n- **Troubleshooting and platform notes:** [references/troubleshooting.md](references/troubleshooting.md)\n\n## Initialization Order (Do Not Skip Steps)\n\nThe correct order is **UGS Core → Authentication sign-in → Vivox init → Vivox login**. Skipping or reordering these fails silently or throws obscure errors.\n\n```csharp\nusing Unity.Services.Core;\nusing Unity.Services.Authentication;\nusing Unity.Services.Vivox;\n\nasync void Start()\n{\n await UnityServices.InitializeAsync();\n await AuthenticationService.Instance.SignInAnonymouslyAsync();\n await VivoxService.Instance.InitializeAsync();\n // subscribe to events (see table below) BEFORE calling LoginAsync\n await VivoxService.Instance.LoginAsync(new LoginOptions { DisplayName = \"Bob\" });\n}\n```\n\n- Calling `VivoxService.Instance.InitializeAsync()` twice throws `5041 VxErrorAlreadyInitialized`. Guard against re-init on scene reload.\n- 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](references/init-and-login.md) for the Vivox Access Token (VAT) alternative.\n\n## Joining Channels\n\nVivox 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.\n\n| Method | Purpose |\n|---|---|\n| `VivoxService.Instance.JoinGroupChannelAsync(name, ChatCapability, ChannelOptions?)` | Non-positional (party, team, lobby, guild) |\n| `VivoxService.Instance.JoinEchoChannelAsync(name, ChatCapability, ChannelOptions?)` | Test channel that echoes your own audio back |\n| `VivoxService.Instance.JoinPositionalChannelAsync(name, ChatCapability, Channel3DProperties, ChannelOptions?)` | 3D spatial audio driven by transform position |\n\n`ChatCapability` values: `TextOnly`, `AudioOnly`, `TextAndAudio`.\n\n**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.\n\nLeave with `VivoxService.Instance.LeaveChannelAsync(channelName)` or `LeaveAllChannelsAsync()`. See [references/voice-channels.md](references/voice-channels.md) for `Channel3DProperties` fields and mic-permission handling on Android/iOS.\n\n## Text Messaging\n\n**Channel messages** (broadcast to all participants of a channel with `TextOnly` or `TextAndAudio`):\n\n- Send: `VivoxService.Instance.SendChannelTextMessageAsync(string channelName, string message)`\n- Receive: subscribe to `VivoxService.Instance.ChannelMessageReceived` (`Action<VivoxMessage>`)\n\n**Directed messages** (peer-to-peer, no channel required):\n\n- Send: `VivoxService.Instance.SendDirectTextMessageAsync(string playerId, string message)`\n- Receive: subscribe to `VivoxService.Instance.DirectedMessageReceived` (`Action<VivoxMessage>`)\n\n**Common hallucination:** the send method is `SendDirectTextMessageAsync` — **not** `SendDirectedTextMessageAsync`. The event, however, **is** `DirectedMessageReceived`. Note the asymmetry.\n\n`VivoxMessage` fields: `ChannelName` (null for directed), `SenderDisplayName`, `SenderPlayerId`, `MessageText`, `ReceivedTime`, `Language`, `FromSelf`, `MessageId`.\n\nEdit/delete APIs (`EditChannelTextMessageAsync`, `DeleteChannelTextMessageAsync`, `EditDirectTextMessageAsync`, `DeleteDirectTextMessageAsync`) and history (`GetChannelTextMessageHistoryAsync`, `GetDirectTextMessageHistoryAsync`) are covered in [references/text-chat.md](references/text-chat.md). Chat history retention is 7 days by default.\n\n## Required Event Subscriptions\n\nSubscribe to events **before** the corresponding async call. `LoggedIn` may fire immediately for reconnects; `ChannelJoined` fires as the join completes.\n\n| Call | Success Event | Failure / Counterpart |\n|---|---|---|\n| `LoginAsync()` | `LoggedIn` | `LoggedOut` |\n| `JoinGroupChannelAsync()` / `JoinEchoChannelAsync()` / `JoinPositionalChannelAsync()` | `ChannelJoined(string channelName)` | `ChannelLeft(string channelName)` |\n| — (any joined channel) | `ParticipantAddedToChannel(VivoxParticipant)` | `ParticipantRemovedFromChannel(VivoxParticipant)` |\n| `SendChannelTextMessageAsync()` (remote receive) | `ChannelMessageReceived(VivoxMessage)` | — |\n| `SendDirectTextMessageAsync()` (remote receive) | `DirectedMessageReceived(VivoxMessage)` | — |\n\n**Always unsubscribe in `OnDestroy` / `OnDisable`.** `VivoxService.Instance` is a persistent singleton — event handlers on destroyed MonoBehaviours will double-fire and NRE on scene reload.\n\nPer-participant events (`ParticipantMuteStateChanged`, `ParticipantSpeechDetected`, `ParticipantAudioEnergyChanged`) live on the `VivoxParticipant` instance you receive from `ParticipantAddedToChannel` — not on `VivoxService.Instance`. See [references/events-and-participants.md](references/events-and-participants.md).\n\n## Access Tokens (Brief)\n\nThe 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.\n\nServer-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.\n\n## Validation\n\nAfter writing code that uses this package:\n\n1. Verify the project compiles without errors and that `using Unity.Services.Vivox;` resolves.\n2. Confirm init order: `UnityServices.InitializeAsync` → `AuthenticationService.Instance.SignInAnonymouslyAsync` → `VivoxService.Instance.InitializeAsync` → `VivoxService.Instance.LoginAsync`.\n3. No v4 legacy patterns: no `Client.Instance`, no `AccountId`, no `ChannelId`, no `ILoginSession`, no `IChannelSession`. All access goes through `VivoxService.Instance`.\n4. All events consumed by the code are subscribed **before** the async call that triggers them, and are unsubscribed in `OnDestroy`.\n5. Channel join code does not `await` the join call as if it completes join — it subscribes to `ChannelJoined` and reacts there.\n6. Directed message send uses `SendDirectTextMessageAsync` (NOT `SendDirectedTextMessageAsync`). Directed message receive uses `DirectedMessageReceived`.\n7. Android builds request `RECORD_AUDIO` at runtime before joining an audio channel; iOS builds have `NSMicrophoneUsageDescription` in the plist.\n8. No HMAC signing keys or Vivox `SECRET`/`APP_ID` are embedded in client code — VAT-based flows are documented but delegated to a server.\n"Full snapshot data
{
"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.",
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"name": "setup-vivox-voice-chat",
"skill_md_contents": "---\nname: setup-vivox-voice-chat\ndescription: 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.\nrequired_packages:\n com.unity.services.vivox: \">=16.4.0\"\n---\n\n# Unity Vivox — Voice & Text Chat\n\nNamespace: `Unity.Services.Vivox` | Package: `com.unity.services.vivox`\nCompanion packages: `Unity.Services.Core`, `Unity.Services.Authentication`\n\nVivox 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.\n\n## Documentation Map\n\nUse the [Unity Vivox curated documentation map](https://docs.unity.com/en-us/vivox-unity/llms.txt) 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.\n\n## Detailed References\n\nRead on demand — only when you need signatures, event details, or platform gotchas beyond what's in this file.\n\n- **Init, sign-in, and access tokens:** [references/init-and-login.md](references/init-and-login.md)\n- **Voice channels (positional and non-positional):** [references/voice-channels.md](references/voice-channels.md)\n- **Text chat (channel messages and directed messages):** [references/text-chat.md](references/text-chat.md)\n- **Events, participants, and cleanup:** [references/events-and-participants.md](references/events-and-participants.md)\n- **Troubleshooting and platform notes:** [references/troubleshooting.md](references/troubleshooting.md)\n\n## Initialization Order (Do Not Skip Steps)\n\nThe correct order is **UGS Core → Authentication sign-in → Vivox init → Vivox login**. Skipping or reordering these fails silently or throws obscure errors.\n\n```csharp\nusing Unity.Services.Core;\nusing Unity.Services.Authentication;\nusing Unity.Services.Vivox;\n\nasync void Start()\n{\n await UnityServices.InitializeAsync();\n await AuthenticationService.Instance.SignInAnonymouslyAsync();\n await VivoxService.Instance.InitializeAsync();\n // subscribe to events (see table below) BEFORE calling LoginAsync\n await VivoxService.Instance.LoginAsync(new LoginOptions { DisplayName = \"Bob\" });\n}\n```\n\n- Calling `VivoxService.Instance.InitializeAsync()` twice throws `5041 VxErrorAlreadyInitialized`. Guard against re-init on scene reload.\n- 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](references/init-and-login.md) for the Vivox Access Token (VAT) alternative.\n\n## Joining Channels\n\nVivox 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.\n\n| Method | Purpose |\n|---|---|\n| `VivoxService.Instance.JoinGroupChannelAsync(name, ChatCapability, ChannelOptions?)` | Non-positional (party, team, lobby, guild) |\n| `VivoxService.Instance.JoinEchoChannelAsync(name, ChatCapability, ChannelOptions?)` | Test channel that echoes your own audio back |\n| `VivoxService.Instance.JoinPositionalChannelAsync(name, ChatCapability, Channel3DProperties, ChannelOptions?)` | 3D spatial audio driven by transform position |\n\n`ChatCapability` values: `TextOnly`, `AudioOnly`, `TextAndAudio`.\n\n**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.\n\nLeave with `VivoxService.Instance.LeaveChannelAsync(channelName)` or `LeaveAllChannelsAsync()`. See [references/voice-channels.md](references/voice-channels.md) for `Channel3DProperties` fields and mic-permission handling on Android/iOS.\n\n## Text Messaging\n\n**Channel messages** (broadcast to all participants of a channel with `TextOnly` or `TextAndAudio`):\n\n- Send: `VivoxService.Instance.SendChannelTextMessageAsync(string channelName, string message)`\n- Receive: subscribe to `VivoxService.Instance.ChannelMessageReceived` (`Action<VivoxMessage>`)\n\n**Directed messages** (peer-to-peer, no channel required):\n\n- Send: `VivoxService.Instance.SendDirectTextMessageAsync(string playerId, string message)`\n- Receive: subscribe to `VivoxService.Instance.DirectedMessageReceived` (`Action<VivoxMessage>`)\n\n**Common hallucination:** the send method is `SendDirectTextMessageAsync` — **not** `SendDirectedTextMessageAsync`. The event, however, **is** `DirectedMessageReceived`. Note the asymmetry.\n\n`VivoxMessage` fields: `ChannelName` (null for directed), `SenderDisplayName`, `SenderPlayerId`, `MessageText`, `ReceivedTime`, `Language`, `FromSelf`, `MessageId`.\n\nEdit/delete APIs (`EditChannelTextMessageAsync`, `DeleteChannelTextMessageAsync`, `EditDirectTextMessageAsync`, `DeleteDirectTextMessageAsync`) and history (`GetChannelTextMessageHistoryAsync`, `GetDirectTextMessageHistoryAsync`) are covered in [references/text-chat.md](references/text-chat.md). Chat history retention is 7 days by default.\n\n## Required Event Subscriptions\n\nSubscribe to events **before** the corresponding async call. `LoggedIn` may fire immediately for reconnects; `ChannelJoined` fires as the join completes.\n\n| Call | Success Event | Failure / Counterpart |\n|---|---|---|\n| `LoginAsync()` | `LoggedIn` | `LoggedOut` |\n| `JoinGroupChannelAsync()` / `JoinEchoChannelAsync()` / `JoinPositionalChannelAsync()` | `ChannelJoined(string channelName)` | `ChannelLeft(string channelName)` |\n| — (any joined channel) | `ParticipantAddedToChannel(VivoxParticipant)` | `ParticipantRemovedFromChannel(VivoxParticipant)` |\n| `SendChannelTextMessageAsync()` (remote receive) | `ChannelMessageReceived(VivoxMessage)` | — |\n| `SendDirectTextMessageAsync()` (remote receive) | `DirectedMessageReceived(VivoxMessage)` | — |\n\n**Always unsubscribe in `OnDestroy` / `OnDisable`.** `VivoxService.Instance` is a persistent singleton — event handlers on destroyed MonoBehaviours will double-fire and NRE on scene reload.\n\nPer-participant events (`ParticipantMuteStateChanged`, `ParticipantSpeechDetected`, `ParticipantAudioEnergyChanged`) live on the `VivoxParticipant` instance you receive from `ParticipantAddedToChannel` — not on `VivoxService.Instance`. See [references/events-and-participants.md](references/events-and-participants.md).\n\n## Access Tokens (Brief)\n\nThe 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.\n\nServer-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.\n\n## Validation\n\nAfter writing code that uses this package:\n\n1. Verify the project compiles without errors and that `using Unity.Services.Vivox;` resolves.\n2. Confirm init order: `UnityServices.InitializeAsync` → `AuthenticationService.Instance.SignInAnonymouslyAsync` → `VivoxService.Instance.InitializeAsync` → `VivoxService.Instance.LoginAsync`.\n3. No v4 legacy patterns: no `Client.Instance`, no `AccountId`, no `ChannelId`, no `ILoginSession`, no `IChannelSession`. All access goes through `VivoxService.Instance`.\n4. All events consumed by the code are subscribed **before** the async call that triggers them, and are unsubscribed in `OnDestroy`.\n5. Channel join code does not `await` the join call as if it completes join — it subscribes to `ChannelJoined` and reacts there.\n6. Directed message send uses `SendDirectTextMessageAsync` (NOT `SendDirectedTextMessageAsync`). Directed message receive uses `DirectedMessageReceived`.\n7. Android builds request `RECORD_AUDIO` at runtime before joining an audio channel; iOS builds have `NSMicrophoneUsageDescription` in the plist.\n8. No HMAC signing keys or Vivox `SECRET`/`APP_ID` are embedded in client code — VAT-based flows are documented but delegated to a server.\n"
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