Quickstart
Updated
Rapidly develop your first Signaling app.
Use Signaling SDK to add low-latency, high-concurrency signaling and synchronization capabilities to your app.
Signaling also helps you enhance the user experience in Video Calling, Voice Calling, Interactive Live Streaming, and Broadcast Streaming applications.
This page shows you how to use the Signaling SDK to rapidly build a simple application that sends and receives messages. It shows you how to integrate the Signaling SDK in your project and implement pub/sub messaging through Message channels. To get started with stream channels, follow this guide to create a basic Signaling app and then refer to the Stream channels guide.
Understand the tech
To use Signaling features in your game, you initialize a Signaling client instance and add event listeners. To connect to Signaling, you login using an authentication token. To send a message to a message channel, you publish the message. Signaling creates a channel when a user subscribes to it. To receive messages other users publish to a channel, your game listens for events.
To create a pub/sub session for Signaling, implement the following steps in your game:
Prerequisites
To implement the code presented on this page you need to have:
-
Enabled Signaling in Agora Console
-
Operating System and compiler requirements:
Development Platform Operating system version Compiler version Android Android 4.1 or above Android Studio 3.0 or above iOS iOS 11.0 or above Xcode 9.0 or above macOS macOS 10.10 or above Xcode 9.0 or above Windows Windows 7 or above Microsoft Visual Studio 2017 or above -
Ensure that a firewall is not blocking your network communication.
Signaling 2.x is an enhanced version compared to 1.x with a wide range of new features. It follows a new pricing structure. See Pricing for details.
Project setup
Create a project
-
In Unity Hub, select Projects, then click New Project.
-
In All templates, select 3D. Set the Project name and Location, then click Create Project.
-
In Projects, double-click the project you created. Your project opens in Unity.
Integrate the SDK
-
Download the latest version of the Agora Signaling SDK, and unzip the contents to a local folder.
-
In Unity, click Assets > Import Package > Custom Package.
-
Navigate to the Signaling SDK package and click Open.
-
In Import Unity Package, click Import.
Create a user interface
To create a simple UI for verifying the basic features of Signaling, add the following elements to your interface:
SampleScene
- Main Camera
- Canvas
- Image // Window background
- Txt1 // Text label, text content is Send string message to message channel
- InputField1 // Message input box
- Btn1 // Send message
- Txt2 // Text label, text content is Send binary message to stream channel
- Btn2 // Create Stream Channel
- Btn3 // Join Stream Channel
- Btn4 // Join Topic
- Btn5 // Subscribe to message publishers in Topic
- InputField2 // Message input box
- Btn6 // Send message button
- Btn7 // Release Stream Channel button
- Btn8 // Leave Stream Channel button
- Btn9 // Leave Topic button
- Btn10 // Unsubscribe from message publishers in Topic
- Pannel // Information output panel
- Txt3 // Information output text
- EventSystemYour interface should look similar to the following:
Implement Signaling
A complete code sample that implements the basic features of Signaling is presented here for your reference. To use the sample code, create a new script for the project. In Unity editor, from the Assets menu, select Create, then C# Script. Name the new script file HelloWorld.cs and paste the following code in the file:
Follow the implementation steps to understand the core API calls in the sample code or use the snippets in your own code.
Import Agora classes
To use the relevant Unity and Signaling APIs in your project, import the corresponding namespaces:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Agora.Rtm;Initialize the Signaling engine
Before calling any other Signaling SDK API, initialize an IRtmClient instance.
if (string.IsNullOrEmpty(userId) || string.IsNullOrEmpty(appId))
{
ShowMessage("We need a userId and appId to initialize!");
return;
}
RtmLogConfig logConfig = new RtmLogConfig();
// Set log file path
logConfig.filePath = "myFilePath";
// Set the file size of the agora.log file
logConfig.fileSizeInKB = 512;
// Set the log report level
logConfig.level = RTM_LOG_LEVEL.INFO;
RtmConfig config = new RtmConfig();
config.appId = appId;
config.userId = userId;
config.logConfig = logConfig;
// Create the RTM Client
try
{
rtmClient = RtmClient.CreateAgoraRtmClient(config);
ShowMessage("RTM Client Initialize Successful");
// Inactive unnecessary components
string[] activeComponentsList = { "Btn2" };
string[] inactiveComponentList = { "Btn3", "Btn4", "Btn5", "Btn6", "Btn7", "Btn8", "Btn9", "Btn10" };
ChangeComponentView(activeComponentsList, "ACTIVATE");
ChangeComponentView(inactiveComponentList, "INACTIVATE");
}
catch (RTMException e)
{
ShowMessage(string.Format("{0} is failed", e.Status.Operation));
ShowMessage(string.Format("The error code is {0}, due to: {1}", e.Status.ErrorCode, e.Status.Reason));
}Add an event listener
The event listener enables you to implement the processing logic in response to Signaling events. Use the following code to handle event notifications or display received messages:
private void OnConnectionStateChanged(string channelName, RTM_CONNECTION_STATE state, RTM_CONNECTION_CHANGE_REASON reason)
{
ShowMessage(string.Format("Channel:{0} connection state have changed to:{1} because of {2}", channelName, state, reason));
}
// Implement the presence event handler
private void OnPresenceEvent(PresenceEvent eve)
{
var channelName = eve.channelName;
var channelType = eve.channelType;
var eventType = eve.type;
var publisher = eve.publisher;
var stateItems = eve.stateItems;
var interval = eve.interval;
var snapshot = eve.snapshot;
Debug.Log(string.Format("The Event : {0} Happend", eventType));
switch (eventType)
{
case RTM_PRESENCE_EVENT_TYPE.SNAPSHOT:
ShowMessage(string.Format("You have sub or join channel:{0} channe type is:{1}", channelName, channelType));
break;
case RTM_PRESENCE_EVENT_TYPE.INTERVAL:
ShowMessage(string.Format("The channel:{0} channe type is:{1} is now in interval mode!", channelName, channelType));
break;
case RTM_PRESENCE_EVENT_TYPE.REMOTE_JOIN:
ShowMessage(string.Format("User:{0} sub or join channel:{1} channe type is:{2}", publisher, channelName, channelType));
break;
case RTM_PRESENCE_EVENT_TYPE.REMOTE_LEAVE:
ShowMessage(string.Format("User:{0} unsub or leave channel:{1} channe type is:{2}", publisher, channelName, channelType));
break;
case RTM_PRESENCE_EVENT_TYPE.REMOTE_TIMEOUT:
ShowMessage(string.Format("User:{0} timeout from channel:{1} channe type is:{2}", publisher, channelName, channelType));
break;
case RTM_PRESENCE_EVENT_TYPE.REMOTE_STATE_CHANGED:
ShowMessage(string.Format("User:{0} state change in channel:{1} channe type is:{2}", publisher, channelName, channelType));
break;
case RTM_PRESENCE_EVENT_TYPE.ERROR_OUT_OF_SERVICE:
ShowMessage(string.Format("User:{0} joined channel without presence service:{1} channe type is:{2}", publisher, channelName, channelType));
break;
}
}
// Implement the message event handler
private void OnMessageEvent(MessageEvent eve)
{
var channelName = eve.channelName;
var channelType = eve.channelType;
var topic = eve.channelTopic;
var publisher = eve.publisher;
var messageType = eve.messageType;
var customType = eve.customType;
var message = eve.message;
if (messageType == RTM_MESSAGE_TYPE.STRING)
{
var stMessage = message.GetData<string>();
ShowMessage(string.Format("You have received a string type message: {0} from: {1} in channel:{2}", stMessage, publisher, channelName));
ShowMessage(string.Format("The channel type is {0}", channelType));
}
else
{
var biMessage = message.GetData<byte[]>();
ShowMessage(string.Format("You have received a binary type message: {0},from: {1} in channel:{2}", System.BitConverter.ToString(biMessage), publisher, channelName));
ShowMessage(string.Format("The channel type is {0}", channelType));
}
}Log in to Signaling
To connect to Signaling and access Signaling network resources, such as sending messages, and subscribing to channels, call login.
During a login operation, the client attempts to establish a connection with Signaling. Once the connection is established, the client transmits heartbeat information to the Signaling server at fixed intervals to keep the client active until the client actively logs out or is disconnected. The connection is interrupted when timeout occurs. During this period, users may freely access the Signaling network resources subject to their own permissions and usage restrictions.
// Log in to Signaling
var result = await rtmClient.LoginAsync(token);
if (result.Status.Error)
{
ShowMessage(string.Format("{0} is failed", result.Status.Operation));
ShowMessage(string.Format("The error code is {0}, due to: {1}", result.Status.ErrorCode, result.Status.Reason));
}
else
{
ShowMessage("Login Successfully");
}Use the LoginAsync return value, or listen to the OnConnectionStateChanged event notification to confirm that login is successful or obtain the error code and cause of login failure. When performing a login operation, the client's network connection state is CONNECTING. After a successful login, the state is updated to CONNECTED.
Best practice
To continuously monitor the network connection state of the client, best practice is to continue to listen for OnConnectionStateChanged event notifications throughout the life cycle of the application. For further details, see Event listeners.
After a user successfully logs into Signaling, the application's PCU increases, which affects your billing data.
Send a message
To distribute a message to all subscribers of a message channel, call PublishAsync. The following code sends a string type message.
// Send a message to a channel
var message = GameObject.Find("InputField1").GetComponent<InputField>().text;
if (rtmClient != null)
{
PublishOptions options = new PublishOptions()
{
channelType = RTM_CHANNEL_TYPE.MESSAGE,
customType = "PlainText"
};
var result = await rtmClient.PublishAsync(msChannelName, message, options);
if (result.Status.Error)
{
ShowMessage(string.Format("{0} is failed, The error code is {1}", result.Status.Operation, result.Status.ErrorCode));
}
else
{
ShowMessage("Publish Message Success!");
}
}Before calling PublishAsync to send a message, serialize the message payload as a string.
Subscribe and unsubscribe
To receive messages sent to a channel, call SubscribeAsync to subscribe to channel messages:
//Subscribe to a Message Channel
SubscribeOptions options = new SubscribeOptions()
{
withMessage = true,
withPresence = true
};
var result2 = await rtmClient.SubscribeAsync(msChannelName, options);
if (result2.Status.Error)
{
ShowMessage(string.Format("{0} is failed", result2.Status.Operation));
ShowMessage(string.Format("The error code is {0}, due to: {1}", result2.Status.ErrorCode, result2.Status.Reason));
}
else
{
ShowMessage(string.Format("Subscribe channel success! at Channel:{0}", result2.Response.ChannelName));
}When you no longer need to receive messages from a channel, call UnsubscribeAsync to unsubscribe from the channel:
if (rtmClient != null)
{
var result = await rtmClient.UnsubscribeAsync(msChannelName);
if (result.Status.Error)
{
Debug.Log(string.Format("{0} is failed", result.Status.Operation));
Debug.Log(string.Format("The error code is {0}, because of: {1}", result.Status.ErrorCode, result.Status.Reason));
}
else
{
Debug.Log("Unsubscribe Channel Success!");
}
var status3 = rtmClient.Dispose();
Debug.Log("Dispose rtmClient Success!");
rtmClient = null;
}For more information about sending and receiving messages see Message channels and Stream channels.
Log out of Signaling
When a user no longer needs to use Signaling, call LogoutAsync. Logging out means closing the connection between the client and Signaling. The user is automatically logged out or unsubscribed from all message and stream channels. Other users in the channel receive an OnPresenceEvent notification of the user leaving the channel.
// Logout of Signaling
var result = await rtmClient.LogoutAsync();Test Signaling
Take the following steps to test the sample code:
-
In your code, replace
your_appIdwith your app ID from Agora Console andyour_userIdwith a numeric string. -
Generate a temporary token for your project.
- In your code, replace
your_tokenwith the generated token.
- In your code, replace
-
Repeat the previous step to generate a stream channel token but this time also fill in the channel name with the value for
stChannelNameand the User ID with the value foruserIdfrom your code. Use the generated token to replaceyour_RTC_tokenin your code. -
In the Unity Editor, mount the event handling functions defined in the code to the corresponding Button components.
-
In Unity, click Play. You see the game running on your device.
-
Run another instance of the game with the same
appIdbut a differentuserIdand tokens. -
In either game instance, type a message in the input box under Send string message to message channel and press Send Message.
You see the message displayed in the other game instance.
Congratulations! You have successfully integrated Signaling into your project.
Reference
This section contains content that completes the information on this page, or points you to documentation that explains other aspects to this product.
Token authentication
In this guide you retrieve a temporary token from Agora Console. To understand how to create an authentication server for development purposes, see Secure authentication with tokens.
