getstream/agent-skills/stream-unity
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Build, integrate, and answer how-to questions for Stream Chat and Stream Video in Unity Engine games and apps. Use for Unity / C# / MonoBehaviour project work - the Chat .unitypackage and the Video UPM package, StreamChatClient / StreamVideoClient wiring, ConnectUserAsync and tokens, channels and messages, calls and participant tracks, camera and microphone devices, building the UI yourself on UGUI or UI Toolkit, IL2CPP, and Android / iOS / desktop / WebGL player settings. Triggers on unity, unity engine, unity 6, unity 2022, monobehaviour, .unitypackage, Packages/manifest.json, asmdef, il2cpp, ugui, rawimage, audiosource, webcamtexture, StreamChatClient, IStreamChatClient, IStreamChannel, StreamVideoClient, IStreamVideoClient, IStreamCall, StreamVideoTrack, in-game chat, unity video call. Chat and Video only - there is no Stream Feeds SDK for Unity.
Install
npx vskill@latest install getstream/agent-skills/stream-unitySKILL.md
Stream Unity - docs orchestrator for Unity Engine
Chat and Video. There is no Stream Feeds SDK for Unity (/activity-feeds/docs/unity and https://getstream.io/cli/docs/activity-feeds-unity.md both 404). If the user asks for activity feeds in Unity, say so up front and offer the alternatives (the REST/server API driven from your backend, or a platform SDK on a companion app) rather than inventing an API.
These are two separate SDKs, and almost nothing is shared. Different repos, different install mechanisms, different maturity, different supported platforms, different docs quality. There is no combined client, no shared AuthCredentials type (StreamChat.Libs.Auth.AuthCredentials and StreamVideo.Libs.Auth.AuthCredentials are distinct types in distinct assemblies), and connecting a user to one does not connect them to the other. Treat "add chat to my Unity call app" as two integrations that happen to share an API key.
| Chat | Video | ||
|---|---|---|---|
| Repo | `GetStream/stream-chat-unity` (default branch `develop`) | `GetStream/stream-video-unity` (default branch main) | |
| Latest | v5.7.0 (stable, 5.x line) | 0.11.0 (pre-1.0 - the surface still moves) | |
| Install | .unitypackage from GitHub Releases, imported into Assets/ | UPM package from a git URL | |
| Entry point | StreamChatClient.CreateDefaultClient() -> IStreamChatClient | StreamVideoClient.CreateDefaultClient() -> IStreamVideoClient | |
| Namespace | StreamChat.Core | StreamVideo.Core | |
| Platforms | Everything Unity targets, WebGL included | Android (ARM64), iOS, Windows x64, macOS, Linux. No WebGL, no UWP | |
| Pre-built UI | None - a sample project, not components | None - a sample project, not components | |
| Docs coverage | Good: nearly every page carries real Unity C# | Thin: 22 pages; several shipped capabilities have no page at all |
Neither SDK ships reusable UI. Both ship a sample project you import and read, not a component library you drop in. Every chat bubble, channel row, participant tile, and call button in the user's game is code you write. Say this before promising a screen, and run `ui.md` when building one.
This skill orchestrates: it gates the request against product, platform, and feature support, routes to the exact docs page, fetches it live, and applies it - while carrying the Unity-specific knowledge the docs do not have (the client's hidden DontDestroyOnLoad runner, the track-binding requirement, IL2CPP stripping, and the player settings that decide whether a build works on device at all).
Rules (read once per session): `RULES.md` - non-negotiable rules + Unity pitfalls. Read before writing any code.
Step 0: Three gates, before any code
Resolve all three from the user's words plus a read-only probe. Each one can turn "here is the code" into "that is not possible", so none is optional and none belongs in a runtime failure later.
Gate 1: product (and whether it exists for Unity)
| Ask | Answer | |
|---|---|---|
| Chat / messaging / in-game text chat | Supported. Chat SDK. | |
| Video calls / audio calls / audio rooms / livestream broadcast | Supported. Video SDK. | |
| Both | Two installs, two clients, two connect calls. Do not try to unify them. | |
| Activity feeds / timelines / follow graph | No Unity SDK. State it immediately; offer the server API path. | |
| Moderation review queue / dashboard UI | Not an app surface. Moderation review happens in the Stream Dashboard; the SDKs expose only end-user actions (flag, mute, ban). |
Gate 2: Unity version and build target (the Video SDK is the constraint)
Probe rather than ask:
| Situation | What to do | |
|---|---|---|
| Unity 6 / 2023.1 / 2022.3 / 2021.3 / 2020.3 | Both SDKs supported. | |
| Unity 2019.4 - 2020.2, Chat only | Chat supports it (the SDK advertises 2019.x). Video does not - its package declares "unity": "2020.3" and its WebRTC fork the same. | |
| Unity 2019.x - 2020.2, Video requested | Hard stop for Video. Say it immediately: upgrade the editor, or ship Chat only. | |
| Target is WebGL, Video requested | Hard stop. Unity's WebRTC package does not support WebGL, so neither does the Video SDK. Chat does work on WebGL. Offer: Chat on WebGL plus a browser-based Video client, or drop WebGL. | |
| Target is Android, Video requested | ARM64 only. ARMv7 is unsupported and must be disabled. See `platforms.md`. | |
| Target is UWP | Video unsupported. | |
| Target is a console | Chat only, and treat it as unverified - the SDK claims console support but publishes no per-console guidance. |
Unity 6 plus Chat carries one hard version floor: Chat v5.4.0 fixed an IL2CPP build crash on Unity 6000.0.x (a KeyNotFoundException in IL2CPP's vtable builder). Never pin Chat below v5.4.0 on Unity 6.
Gate 3: feature support (say no in the plan, not in a compile error)
Chat - not implemented client-side as of v5.7.0. If the request needs one of these, say so before writing code:
- Guest and anonymous users (
ConnectGuestUser/ anonymous connect do not exist) - this blocks the usual read-only-spectator livestream pattern - Channel archiving, channel pinning (both are per-member fields with no client API)
- Draft messages, message reminders and bookmarks, location sharing
- User blocking (
BlockUser/UnblockUser/ blocked-user list) - On-demand message translation (auto-translation on a channel does work)
- Setting
invisibleor a custom status at connect time (MarkInvisibleAsyncafter connect works) - Unread-mentions-per-channel count; pagination of reactions, watchers, and pinned messages via their dedicated endpoints
- Client-level standalone file upload (channel-level
UploadFileAsync/UploadImageAsyncwork) - Poll answers (text comments) and querying poll votes
Video - not implemented client-side as of 0.11.0:
- Publishing your own screen share. You can receive a remote participant's
ScreenShareTrack; there is no API to start sharing from Unity. The repo README's feature list says "Screensharing" and means the receive half. - Any incoming-call / ringing event.
call.ringis handled internally and never surfaced (the source literally reads//StreamTodo: expose CallRinging event?).ring: trueandAcceptAsync/RejectAsyncexist, but the callee has no client-side signal that a call arrived - you need your own push handling. - Push device registration.
CreateDeviceAsyncexists only on aninternalAPI and the low-level client is only reachable through aninternalinterface. Register devices from your backend. - A public calling-state machine.
CallingStateis internal; useclient.CallStarted/CallLeaving/CallEndedplusclient.ActiveCall. - Video-side chat integration, deeplinking, picture-in-picture, noise cancellation, transcription control, and HLS/RTMP viewer UI have no Unity docs page.
GoLiveAsync/StopLiveAsync/StartHLS/StopHLS/StartRecordingAsync/StopRecordingAsyncdo ship onIStreamCall- they are undocumented, not absent. Read the interface (rung 2 below) and say where you got it.
Anything server-side stays server-side for both SDKs: call types, channel types, permissions and roles, webhooks, push templates and providers, recording/transcription config, data retention, imports. The client never holds the API secret.
The docs convention - and the per-product coverage reality
Every Stream docs page has a Markdown twin: take the page URL, drop the trailing `/`, add `.md`.
Always fetch the .md variant - clean Markdown, verbatim code, no page chrome. Live indexes that list every page:
| Product | Live index | |
|---|---|---|
| Chat | https://getstream.io/cli/docs/chat-unity.md | |
| Video | https://getstream.io/cli/docs/video-unity.md |
The two trees fail in opposite directions, so the caveat is different per product.
Chat: the code is real, but not every C# block is Unity C#
The Chat Unity tree is well maintained. Roughly 40 of its 53 pages carry a genuine Unity code tab, and where a feature is missing the page usually says so outright:
The one trap is the fence label, and it is easy to miss because both say C#. These pages mix two different SDKs:
| Fence | Which SDK | Use it? | |
|---|---|---|---|
``` `csharp label="Unity" ``` | The Unity client SDK | Yes. Copy verbatim. | |
``` `csharp label="C#" ``` | The .NET server-side SDK (using GetStream;, new StreamClient(apiKey, apiSecret), chat.SendMessageAsync(...)) | No. It needs the API secret and cannot run in a shipped game. |
label="C#" snippets are IStreamChannel-shaped only by coincidence: chat.SendMessageAsync("channel-type", "channel-id", request) looks close enough to channel.SendNewMessageAsync(request) to paste by mistake, and then the fix is "add the API secret to the client", which is exactly wrong. Pages that are entirely server-side C# (archiving-channels, pinning-channels, location-sharing) document features the Unity SDK does not have at all - see Gate 3. Pages that are mixed (send-message, query-channels, channel-members, moderation, message-delivery-and-read-status) do have a Unity path; take the label="Unity" block and ignore the rest.
message-delivery-and-read-status is the sharpest case: read state is fully implemented (channel.MarkChannelReadAsync, channel.Read, channel.MarkChannelAsUnreadAsync, message.MarkMessageAsLastReadAsync) and the page carries no Unity block at all. Get the API from the interface, not from the page's server-side C#.
Two more Chat-tree facts worth knowing before you fetch:
- The CLI index is incomplete. 15 more paths resolve under
/chat/docs/unity/- but they 301-redirect to platform or Node docs (push-devices->/docs/platform/push-devices/,chat-permission-policies->/chat/docs/node/...,update-users->/docs/platform/users/) and their/chat/docs/unity/<page>.mdtwins 404. Fetch the.mdat the redirect target instead, and expect no Unity code there. `docs-map.md` lists them with their real URLs. - The sample-project link in the docs is broken. The introduction page links
github.com/GetStream/stream-chat-unity/tree/main/...; the repo has no `main` branch. Usedevelop(or a version tag).
Video: the code is trustworthy, the tree is just small
All 22 Video Unity pages are Unity-first C# - there is no server-SDK mixing and no JavaScript. The problem is absence: no page covers going live, backstage, HLS, RTMP, recording control, ringing flows, or screen-share receive, even though most of those ship on IStreamCall. When a Video request has no page, that is normal - go to rung 2 and read the interface.
Source-of-truth ladder
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