LiveKit SDK
Add real-time video, audio, and data communication to your Unity applications by connecting to LiveKit Cloud or self-hosted servers. Build multi-modal AI, live streaming, and video call features with minimal code. Supports Windows, macOS, Linux, iOS, and Android platforms. Currently in developer preview.
io.livekit.livekit-sdk Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/livekit-sdk.git README Markdown
Copy this to your project's README.md
## Installation
Add **LiveKit SDK** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/livekit-sdk.git
```
[](https://www.pkglnk.dev/pkg/livekit-sdk)Dependencies (1)
README
LiveKit Unity SDK
โ ๏ธ 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 and other users in our community at https://community.livekit.io/.
Use this SDK to add realtime video, audio and data features to your Unity app. By connecting to LiveKit Cloud or a self-hosted server, you can quickly build applications such as multi-modal AI, 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,
clone this repo and download the ffi binaries.
git clone https://github.com/livekit/client-sdk-unity.git
cd client-sdk-unity
You can use the package manager to import local client-sdk-unity into your Unity project.
Or you can import the git url https://github.com/livekit/client-sdk-unity.git from the package manager.
If you want to use tagged release versions, use https://github.com/livekit/client-sdk-unity.git#vX.X.X, for example with #v1.3.5.
Local Development
Building LiveKit plugins locally
For local development, initialize the git submodule containing the Rust code for the LiveKit plugin libraries.
There is a helper script to build the libraries locally and exchange the downloaded libraries with the local build artifacts in the correct Runtime/Plugins folder.
Currently, the build script supports the following arguments:
macos
android
ios
In the following options:
debug (default)
release
So a build command is for example:
./Scripts~/build_ffi_locally.sh macos release
VSCode setup
Look at the Unity-SDK.code-workspace setup for VSCode. This will use the Meet Sample as the Unity project and the Unity SDK package as two roots in a multi-root workspace and the Meet.sln as the dotnet.defaultSolution, enabling Rust and C# IDE support.
Debugging
For C# debugging, there is a simple attach launch option called C# Unity, for example in the Meet/.vscode/launch.json.
For Rust / C++ debugging on MacOS, you need to install the CodeLLDB extension. The debug attach is defined in .vscode/launch.json.
Build the livekit-ffi lib locally in debug mode with
./Scripts~/build_ffi_locally.sh macos debugStart the Unity Editor
Attach to the Unity Editor process (either auto or manual process picker)
Start the Scene in Editor
iOS
Add dependent frameworks to your Unity project
select Unity-iPhone -> TARGETS -> UnityFramework -> General -> Frameworks and Libraries -> +
add the following frameworks:
OpenGLES.framework MetalKit.framework GLKit.framework MetalKit.framework VideoToolBox.framework Network.framework
add other linker flags to UnityFramework:
-ObjC
Since libiPhone-lib.a has built-in old versions of celt and libvpx (This will cause the opus and vp8/vp9 codecs to not be called correctly and cause a crash.), you need to ensure that liblivekit_ffi.a is linked before libiPhone-lib.a.
The package now applies an iOS post-build fix that rewrites the exported Xcode project so libiPhone-lib.a is moved after liblivekit_ffi.a in UnityFramework -> Frameworks and Libraries.
It also strips the old CELT object cluster from the exported Libraries/libiPhone-lib.a so Xcode cannot resolve those codec symbols from Unity's archive.
If your project disables package editor scripts or uses a custom Xcode export pipeline that overwrites project.pbxproj after LiveKit runs, you may still need to adjust the order manually by removing and re-adding libiPhone-lib.a.
Examples
Use the samples of the package to see how to use the SDK.
Tokens
You need a token to join a LiveKit room as a participant. Read more about tokens here: https://docs.livekit.io/frontends/reference/tokens-grants/
To help getting started with tokens, use TokenSource.cs with a TokenSourceConfig ScriptableObject (see https://docs.livekit.io/frontends/build/authentication/#tokensource). Create a config asset via Right Click > Create > LiveKit > Token Source Config and select one of three token source types:
1. Literal
Use this to pass a pregenerated server URL and token. Generate tokens via the LiveKit CLI or from your LiveKit Cloud project's API key page.
2. Sandbox
For development and testing. Follow the sandbox token server guide to enable your project's sandbox and get the sandbox ID. Optional connection fields (room name, participant name, agent name, etc.) can be configured in the inspector โ leave blank for server defaults.
3. Endpoint
For production. Point to your own token endpoint URL and add any required authentication headers. Uses the same connection options as Sandbox. See the endpoint token generation guide.
Usage
Add a TokenSource component to a GameObject, assign your TokenSourceConfig asset, then fetch connection details before connecting:
var connectionDetailsTask = _tokenSource.FetchConnectionDetails();
yield return new WaitUntil(() => connectionDetailsTask.IsCompleted);
if (connectionDetailsTask.IsFaulted)
{
Debug.LogError($"Failed to fetch connection details: {connectionDetailsTask.Exception?.InnerException?.Message}");
yield break;
}
var details = connectionDetailsTask.Result;
_room = new Room();
var connect = _room.Connect(details.ServerUrl, details.ParticipantToken, new RoomOptions());
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
var localSid = "my-audio-source";
GameObject audObject = new GameObject(localSid);
_audioObjects[localSid] = audObject;
var rtcSource = new MicrophoneSource(Microphone.devices[0], _audioObjects[localSid]);
var track = LocalAudioTrack.CreateAudioTrack("my-audio-track", rtcSource, room);
var options = new TrackPublishOptions();
options.AudioEncoding = new AudioEncoding();
options.AudioEncoding.MaxBitrate = 64000;
options.Source = TrackSource.SourceMicrophone;
var publish = room.LocalParticipant.PublishTrack(track, options);
yield return publish;
if (!publish.IsError)
{
Debug.Log("Track published!");
}
rtcSource.Start();
Publishing a texture (e.g Unity Camera)
// publish a WebCamera
//var source = new TextureVideoSource(webCamTexture);
// Publish the entire screen
//var source = new ScreenVideoSource();
// Publishing a Unity Camera
//Camera.main.enabled = true;
//var source = new CameraVideoSource(Camera.main);
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-video-track", source, room);
var options = new TrackPublishOptions();
options.VideoCodec = VideoCodec.Vp8;
var videoCoding = new VideoEncoding();
videoCoding.MaxBitrate = 512000;
videoCoding.MaxFramerate = frameRate;
options.VideoEncoding = videoCoding;
options.Simulcast = true;
options.Source = TrackSource.SourceCamera;
var publish = room.LocalParticipant.PublishTrack(track, options);
yield return publish;
if (!publish.IsError)
{
Debug.Log("Track published!");
}
source.Start();
StartCoroutine(source.Update());
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)
{
GameObject audObject = new GameObject(audioTrack.Sid);
var source = audObject.AddComponent<AudioSource>();
var stream = new AudioStream(audioTrack, source);
// Audio is being played on the source ..
}
}
RPC
Perform your own predefined method calls from one participant to another.
This feature is especially powerful when used with Agents, for instance to forward LLM function calls to your client application.
The following is a brief overview but more detail is available in the documentation.
Registering an RPC method
The participant who implements the method and will receive its calls must first register support. Your method handler will be an async callback that receives an RpcInvocationData object:
// Define your method handler
async Task<string> HandleGreeting(RpcInvocationData data)
{
Debug.Log($"Received greeting from {data.CallerIdentity}: {data.Payload}");
return $"Hello, {data.CallerIdentity}!";
}
// Register the method after connection to the room
room.LocalParticipant.RegisterRpcMethod("greet", HandleGreeting);
In addition to the payload, RpcInvocationData also contains responseTimeout, which informs you the maximum time available to return a response. If you are unable to respond in time, the call will result in an error on the caller's side.
Performing an RPC request
The caller may initiate an RPC call using coroutines:
IEnumerator PerformRpcCoroutine()
{
var rpcCall = room.LocalParticipant.PerformRpc(new PerformRpcParams
{
DestinationIdentity = "recipient-identity",
Method = "greet",
Payload = "Hello from RPC!"
});
yield return rpcCall;
if (rpcCall.IsError)
{
Debug.Log($"RPC call failed: {rpcCall.Error}");
}
else
{
Debug.Log($"RPC response: {rpcCall.Payload}");
}
}
// Start the coroutine from another MonoBehaviour method
StartCoroutine(PerformRpcCoroutine());
You may find it useful to adjust the ResponseTimeout parameter, which indicates the amount of time you will wait for a response. We recommend keeping this value as low as possible while still satisfying the constraints of your application.
Errors
LiveKit is a dynamic realtime environment and RPC calls can fail for various reasons.
You may throw errors of the type RpcError with a string message in an RPC method handler and they will be received on the caller's side with the message intact. Other errors will not be transmitted and will instead arrive to the caller as 1500 ("Application Error"). Other built-in errors are detailed in the docs.
Sending text
Use text streams to send any amount of text between participants.
Sending text all at once
IEnumerator PerformSendText()
{
var text = "Lorem ipsum dolor sit amet...";
var sendTextCall = room.LocalParticipant.SendText(text, "some-topic");
yield return sendTextCall;
Debug.Log($"Sent text with stream ID {sendTextCall.Info.Id}");
}
Streaming text incrementally
IEnumerator PerformStreamText()
{
var streamTextCall = room.LocalParticipant.StreamText("my-topic");
yield return streamTextCall;
var writer = streamTextCall.Writer;
Debug.Log($"Opened text stream with ID: {writer.Info.Id}");
// In a real app, you would generate this text asynchronously / incrementally as well
var textChunks = new[] { "Lorem ", "ipsum ", "dolor ", "sit ", "amet..." };
foreach (var chunk in textChunks)
{
yield return writer.Write(chunk);
}
// The stream must be explicitly closed when done
yield return writer.Close();
Debug.Log($"Closed text stream with ID: {writer.Info.Id}");
}
Handling incoming streams
IEnumerator HandleTextStream(TextStreamReader reader, string participantIdentity)
{
var info = reader.Info;
Debug.Log($@"
Text stream received from {participantIdentity}
Topic: {info.Topic}
Timestamp: {info.Timestamp}
ID: {info.Id}
Size: {info.TotalLength} (only available if the stream was sent with `SendText`)
");
// Option 1: Process the stream incrementally
var readIncremental = reader.ReadIncremental();
while (true)
{
readIncremental.Reset();
yield return readIncremental;
if (readIncremental.IsEos) break;
Debug.Log($"Next chunk: {readIncremental.Text}");
}
// Option 2: Get the entire text after the stream completes
var readAllCall = reader.ReadAll();
yield return readAllCall;
Debug.Log($"Received text: {readAllCall.Text}")
}
// Register the topic before connecting to the room
room.RegisterTextStreamHandler("my-topic", (reader, identity) =>
StartCoroutine(HandleTextStream(reader, identity))
);
Sending files & bytes
Use byte streams to send files, images, or any other kind of data between participants.
Sending files
IEnumerator PerformSendFile()
{
var filePath = "path/to/file.jpg";
var sendFileCall = room.LocalParticipant.SendFile(filePath, "some-topic");
yield return sendFileCall;
Debug.Log($"Sent file with stream ID: {sendFileCall.Info.Id}");
}
Streaming bytes
IEnumerator PerformStreamBytes()
{
var streamBytesCall = room.LocalParticipant.StreamBytes("my-topic");
yield return streamBytesCall;
var writer = streamBytesCall.Writer;
Debug.Log($"Opened byte stream with ID: {writer.Info.Id}");
// Example sending arbitrary binary data
// For sending files, use `SendFile` instead
var dataChunks = new[] {
new byte[] { 0x00, 0x01 },
new byte[] { 0x03, 0x04 }
};
foreach (var chunk in dataChunks)
{
yield return writer.Write(chunk);
}
// The stream must be explicitly closed when done
yield return writer.Close();
Debug.Log($"Closed byte stream with ID: {writer.Info.Id}");
}
Handling incoming streams
IEnumerator HandleByteStream(ByteStreamReader reader, string participantIdentity)
{
var info = reader.Info;
// Option 1: Process the stream incrementally
var readIncremental = reader.ReadIncremental();
while (true)
{
readIncremental.Reset();
yield return readIncremental;
if (readIncremental.IsEos) break;
Debug.Log($"Next chunk: {readIncremental.Bytes}");
}
// Option 2: Get the entire file after the stream completes
var readAllCall = reader.ReadAll();
yield return readAllCall;
var data = readAllCall.Bytes;
// Option 3: Write the stream to a local file on disk as it arrives
var writeToFileCall = reader.WriteToFile();
yield return writeToFileCall;
var path = writeToFileCall.FilePath;
Debug.Log($"Wrote to file: {path}");
Debug.Log($@"
Byte stream received from {participantIdentity}
Topic: {info.Topic}
Timestamp: {info.Timestamp}
ID: {info.Id}
Size: {info.TotalLength} (only available if the stream was sent with `SendFile`)
");
}
// Register the topic after connection to the room
room.RegisterByteStreamHandler("my-topic", (reader, identity) =>
StartCoroutine(HandleByteStream(reader, identity))
);
Verbose Logging
To enable verbose logging, define the LK_VERBOSE symbol:
Navigate to Project Settings โ Player
Select your platform tab (e.g., Mac, iOS, Android).
Under Other Settings โ Scripting Define Symbols, add
LK_VERBOSE.
| LiveKit Ecosystem | |
|---|---|
| Agents SDKs | Python ยท Node.js |
| LiveKit SDKs | Browser ยท Swift ยท Android ยท Flutter ยท React Native ยท Rust ยท Node.js ยท Python ยท Unity ยท Unity (WebGL) ยท ESP32 ยท C++ |
| Starter Apps | Python Agent ยท TypeScript Agent ยท React App ยท SwiftUI App ยท Android App ยท Flutter App ยท React Native App ยท Web Embed |
| UI Components | React ยท Android Compose ยท SwiftUI ยท Flutter |
| Server APIs | Node.js ยท Golang ยท Ruby ยท Java/Kotlin ยท Python ยท Rust ยท PHP (community) ยท .NET (community) |
| Resources | Docs ยท Docs MCP Server ยท CLI ยท LiveKit Cloud |
| LiveKit Server OSS | LiveKit server ยท Egress ยท Ingress ยท SIP |
| Community | Developer Community ยท Slack ยท X ยท YouTube |
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