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LiveKit Unity SDK

⚠️ Warning

This SDK is currently in Developer Preview mode and not ready for production use. There will be bugs and APIs may change during this period.

We welcome and appreciate any feedback or contributions. You can create issues here or chat live with us in the #rust-developer-preview channel within the LiveKit Community Slack.

Use this SDK to add real-time video, audio and data features to your Unity app. By connecting to a self- or cloud-hosted LiveKit server, you can quickly build applications like interactive live streaming or video calls with just a few lines of code.

Platform Support

  • Windows
  • MacOS
  • Linux
  • iOS
  • Android
  • WebGL

We plan to support all Unity platforms with this SDK. WebGL is currently supported with client-sdk-unity-web.

Installation

Follow this unity tutorial using the https://github.com/livekit/client-sdk-unity.git link. You can then directly import the samples into the package manager.

This repo uses Git LFS, please ensure it's installed when cloning the repo.

Examples

Connect to a room:

using LiveKit;

IEnumerator Start()
{
    var room = new Room();
    room.TrackSubscribed += TrackSubscribed;

    var connect = room.Connect("ws://localhost:7880", "<join-token>");
    yield return connect;
    if (!connect.IsError)
    {
        Debug.Log("Connected to " + room.Name);
    }
}

Publishing microphone

// Publish Microphone
var source = GetComponent<AudioSource>();
source.clip = Microphone.Start("MacBook Pro Microphone", true, 2, 48000);
source.loop = true;
Ssurce.Play();

var rtcSource = new RtcAudioSource(Source);
var track = LocalAudioTrack.CreateAudioTrack("my-track", rtcSource);

var options = new TrackPublishOptions();
options.Source = TrackSource.SourceMicrophone;

var publish = room.LocalParticipant.PublishTrack(track, options);
yield return publish;

if (!publish.IsError)
{
    Debug.Log("Track published!");
}

Publishing a texture (e.g Unity Camera)

var rt = new UnityEngine.RenderTexture(1920, 1080, 24, RenderTextureFormat.ARGB32);
rt.Create();
Camera.main.targetTexture = rt;

var source = new TextureVideoSource(rt);
var track = LocalVideoTrack.CreateVideoTrack("my-track", source);

var options = new TrackPublishOptions();
options.VideoCodec = VideoCodec.H264;
options.Source = TrackSource.SourceCamera;

var publish = _room.LocalParticipant.PublishTrack(track, options);
yield return publish;

if (!publish.IsError)
{
    Debug.Log("Track published!");
}

Receiving tracks

IEnumerator Start()
{
    var room = new Room();
    room.TrackSubscribed += TrackSubscribed;

    var connect = room.Connect("ws://localhost:7880", "<join-token>");
    yield return connect;

    // ....
}

void TrackSubscribed(IRemoteTrack track, RemoteTrackPublication publication, RemoteParticipant participant)
{
    if (track is RemoteVideoTrack videoTrack)
    {
        var rawImage = GetComponent<RawImage>();
        var stream = new VideoStream(videoTrack);
        stream.TextureReceived += (tex) =>
        {
            rawImage.texture = tex;
        };
        StartCoroutine(stream.Update());
        // The video data is displayed on the rawImage
    }
    else if (track is RemoteAudioTrack audioTrack)
    {
        var source = GetComponent<AudioSource>();
        var stream = new AudioStream(audioTrack, source);
        // Audio is being played on the source ..
    }
}

Building Native Libraries (macOS)

Both native libraries ship as universal (fat) binaries containing x86_64 (Intel) and arm64 (Apple Silicon) slices in a single .dylib. This avoids needing separate per-architecture plugin folders in Unity.

LiveKit FFI (liblivekit_ffi.dylib)

Download the prebuilt macOS binaries (ffi-macos-x86_64.zip and ffi-macos-arm64.zip) from the livekit/rust-sdks releases page. Look for the latest livekit-ffi release.

Extract both zips into Runtime/Plugins/ffi-macos-x86_64/ and Runtime/Plugins/ffi-macos-arm64/ respectively, then combine them into a single universal binary:

mkdir -p Runtime/Plugins/mac_cross

lipo -create \
  -output Runtime/Plugins/mac_cross/liblivekit_ffi.dylib \
  Runtime/Plugins/ffi-macos-x86_64/liblivekit_ffi.dylib \
  Runtime/Plugins/ffi-macos-arm64/liblivekit_ffi.dylib

Verify the result:

lipo -info Runtime/Plugins/mac_cross/liblivekit_ffi.dylib
# Expected: Architectures in the fat file: x86_64 arm64

The Unity .meta for this plugin must target Standalone: OSXUniversal with CPU: AnyCPU so Unity loads it on both architectures.

RustAudio (librust_audio.dylib)

A build script is provided at RustAudio/rust-audio/build.sh. From the repo root:

cd RustAudio/rust-audio
./build.sh

This builds for both x86_64-apple-darwin and aarch64-apple-darwin, merges them with lipo, and outputs the universal binary to RustAudio/Wrap/Libraries/librust_audio.dylib.

Prerequisites: Rust toolchain with both targets installed:

rustup target add x86_64-apple-darwin aarch64-apple-darwin

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