# Quickstart (/en/realtime-media/voice/quickstart/unity)

> For AI agents: see the complete documentation index at [llms.txt](/llms.txt).

This Unity quickstart shows you how to create a basic Voice Calling app using the Agora Voice SDK.

    ## Understand the tech [#understand-the-tech-9]

    To start a Voice Calling session, implement the following steps in your app:

    * **Initialize the Agora Engine**: Before calling other APIs, create and initialize an Agora Engine instance.

    * **Join a channel**: Call methods to create and join a channel.

    * **Send and receive audio**: All users can publish streams to the channel and subscribe to audio streams published by other users in the channel.

    ![Video calling workflow](https://assets-docs.agora.io/images/voice-sdk/get-started-sdk-voice.svg)

    ## Prerequisites [#prerequisites-9]

    * [Unity Hub](https://unity.com/download) and [Unity Editor](https://unity.com/releases/editor/archive) 2018.4.0 or higher

    * A suitable operating system and compiler for your development platform:

      | Development platform | Operating system version | Compiler version                      |
      | :------------------- | :----------------------- | :------------------------------------ |
      | Android              | Android 4.1 or later     | Android Studio 4.1 or later           |
      | iOS                  | iOS 10.15 or later       | Xcode 9.0 or later                    |
      | macOS                | macOS 10.15 or later     | Xcode 9.0 or later                    |
      | Windows              | Windows 7 or later       | Microsoft Visual Studio 2017 or later |

    * A microphone

    * A valid Agora account and project. Please refer to [Agora account management](manage-agora-account.md) for details.

    ## Set up your project [#set-up-your-project-9]

    This section shows you how to set up your Unity project and install the Agora Voice SDK.

    <Tabs>
      <TabsList>
        <TabsTrigger value="new-project">
          Create a new project
        </TabsTrigger>

        <TabsTrigger value="existing-project">
          Add to an existing project
        </TabsTrigger>
      </TabsList>

      <TabsContent value="new-project">
        Refer to the following steps or the [Official Unity documentation](https://docs.unity3d.com/hub/manual/AddProject.html#add-projects) to create a Unity project.

        1. Open Unity and click **New**.

        2. Enter the following details:
           * **Project name** : The name of the project.
           * **Location** : Project storage path.
           * **Template** : The project type. Select **3D**.

        3. Click **Create project**.
      </TabsContent>

      <TabsContent value="existing-project">
        To open your existing project:

        1. In the **Projects** window, click the **Open** button in the top-right corner.

        2. Browse your file manager and select the folder of the project you want to open.

        3. Confirm your selection to add the project to the **Projects** window and open it in the Unity Editor.
      </TabsContent>
    </Tabs>

    ### Install the SDK [#install-the-sdk-9]

    1. Go to the [Download SDKs](/en/api-reference/sdks?product=voice\&platform=unity) page and download the latest version of the Unity SDK.
    2. In Unity Editor, navigate to **Assets** > **Import Package** > **Custom Package**, and select the unzipped SDK.

       All plugins are selected by default. Deselect any plugins you don't need, then click **Import**.

    ## Implement Voice Calling [#implement-voice-calling-9]

    This section guides you through the implementation of basic real-time audio interaction in your game.

    The following figure illustrates the essential steps:

    <Accordions>
      <Accordion title="Quick start sequence">
        ![Quick start sequence](https://assets-docs.agora.io/images/video-sdk/quickstart-voice-call-sequence.svg)
      </Accordion>
    </Accordions>

    This guide includes [complete sample code](#complete-sample-code) that demonstrates implementing basic real-time interaction. To understand the core API calls in the sample code, review the following implementation steps.

    Before proceeding, create and set up a script to implement Voice Calling and bind the script to the canvas.

    **Steps to set up a script**

    1. Create a new script and import the UI library.

       1. In the **Project** tab, navigate to **Assets > Agora-Unity-RTC-SDK > Code > Rtc**, right-click and select **Create > C# Script**. A new file named `NewBehaviourScript.cs` appears in your Assets.

       2. Rename the file to `JoinChannel.cs` and open it.

       3. Import the Unity namespaces to access UI components by adding the following code at the top of the file:

          ```csharp
          using UnityEngine;
          using UnityEngine.UI;
          ```
    2. Bind the script to the canvas.

       In `Assets/Agora-Unity-RTC-SDK/Code/Rtc` , select the `JoinChannel.cs` file, and drag it to the Canvas. In the **Inspector** panel, ensure that the file is bound to the Canvas.

    ### Import Agora classes [#import-agora-classes-1]

    Import the `Agora.Rtc` namespace, which contains various classes and interfaces required to implement real-time audio and video functions.

    ```csharp
    using Agora.Rtc;
    ```

    ### Initialize the engine [#initialize-the-engine-7]

    For real-time communication, create an `IRtcEngine` instance using `RtcEngine.CreateAgoraRtcEngine()`. Then, configure it using `Initialize(context)` with an `RtcEngineContext`, specifying the application context, App ID, and channel profile. In your `JoinChannel.cs` file, add the following code:

    ```csharp
    internal IRtcEngine RtcEngine;
    // Fill in your app ID
    private string _appID= "";

    private void SetupVideoSDKEngine()
    {
      // Create an IRtcEngine instance
      RtcEngine = Agora.Rtc.RtcEngine.CreateAgoraRtcEngine();
      RtcEngineContext context = new RtcEngineContext();
      context.appId = _appID;
      context.channelProfile = CHANNEL_PROFILE_TYPE.CHANNEL_PROFILE_COMMUNICATION;
      context.audioScenario = AUDIO_SCENARIO_TYPE.AUDIO_SCENARIO_DEFAULT;
      // Initialize the instance
      RtcEngine.Initialize(context);
    }
    ```

    ### Join a channel [#join-a-channel-9]

    To join a channel, call `JoinChannel` with the following parameters:

    * **Channel name**: The name of the channel to join. Clients that pass the same channel name join the same channel. If a channel with the specified name does not exist, it is created when the first user joins.

    * **Authentication token**: A dynamic key that authenticates a user when the client joins a channel. In a production environment, you obtain a token from a [token server](build/set-up-token-authentication/deploy-token-server.mdx) in your security infrastructure. For the purpose of this guide [Generate a temporary token](manage-agora-account.md).

    * **User ID**: A 32-bit signed integer that identifies a user in the channel. You can specify a unique user ID for each user yourself. If you set the user ID to `0` when joining a channel, the SDK generates a random number for the user ID and returns the value in the `OnJoinChannelSuccess` callback.

    * **Channel media options**: Configure `ChannelMediaOptions` to define publishing and subscription settings, optimize performance for your specific use-case, and set optional parameters.

    For Voice Calling, set the `channelProfile` to `CHANNEL_PROFILE_COMMUNICATION` and the `clientRoleType` to `CLIENT_ROLE_BROADCASTER`.

    ```csharp
    // Fill in your channel name
    private string _channelName = "";
    // Fill in a temporary token
    private string _token = "";

    public void Join()
    {
      Debug.Log("Joining _channelName");
      // Enable the audio module
      RtcEngine.EnableAudio();
      // Set channel media options
      ChannelMediaOptions options = new ChannelMediaOptions();
      // Publish the audio stream captured by the microphone
      options.publishMicrophoneTrack.SetValue(true);
      // Automatically subscribe to all audio streams
      options.autoSubscribeAudio.SetValue(true);
      // Set the channel profile to live broadcast
      options.channelProfile.SetValue(CHANNEL_PROFILE_TYPE.CHANNEL_PROFILE_COMMUNICATION);
      // Set the user role to broadcaster
      options.clientRoleType.SetValue(CLIENT_ROLE_TYPE.CLIENT_ROLE_BROADCASTER);
      // Join the channel
      RtcEngine.JoinChannel(_token, _channelName, 0, options);
    }
    ```

    ### Subscribe to Voice SDK events [#subscribe-to-voice-sdk-events-6]

    Create an instance of the `UserEventHandler` class and set it as the engine event handler. Override the callbacks based on your use-case.

    ```csharp
    // Implement your own callback class by inheriting the IRtcEngineEventHandler interface class
    internal class UserEventHandler : IRtcEngineEventHandler
    {
      private readonly JoinChannelAudio _audioSample;
      internal UserEventHandler(JoinChannelAudio audioSample)
      {
        _audioSample = audioSample;
      }
      // Triggered when the local user successfully joins a channel
      public override void OnJoinChannelSuccess(RtcConnection connection, int elapsed)
      {
        Debug.Log("OnJoinChannelSuccess _channelName");
      }
      // Triggered when a remote user successfully joins a channel
      public override void OnUserJoined(RtcConnection connection, uint uid, int elapsed)
      {
        Debug.Log("Remote user joined");
      }
      // Triggered when a remote user leaves the current channel
      public override void OnUserOffline(RtcConnection connection, uint uid, USER_OFFLINE_REASON_TYPE reason) {
      }
    }
    ```

    Create an instance of the user callback class and call `InitEventHandler` to register the event handler.

    ```csharp
    private void InitEventHandler()
    {
      UserEventHandler handler = new UserEventHandler(this);
      RtcEngine.InitEventHandler(handler);
    }
    ```

    <CalloutContainer type="info">
      <CalloutDescription>
        To ensure that you receive all Voice SDK events, register the event handler before joining a channel.
      </CalloutDescription>
    </CalloutContainer>

    ### Leave the channel [#leave-the-channel-4]

    Call `LeaveChannel` to leave the current channel and `DisableAudio` to turn off the audio module.

    ```csharp
    public void Leave() {
      Debug.Log("Leaving " + _channelName);
      // Leave the channel
      RtcEngine.LeaveChannel();
      // Disable the audio module
      RtcEngine.DisableAudio();
    }
    ```

    ### Handle permissions [#handle-permissions-6]

    To access the microphone, add device permissions to your project according to your target platform.

    **Android**
    Since version 2018.3, Unity does not actively obtain device permissions from the user. Call `CheckPermission` to check for and obtain the necessary permissions.

    1. Include the `UnityEngine.Android` namespace, which contains Android-specific classes for interacting with Android devices from Unity:

       ```csharp
       #if (UNITY_2018_3_OR_NEWER && UNITY_ANDROID)
       using UnityEngine.Android;
       #endif
       ```

    2. Create a list of permissions to be obtained.

       ```csharp
       #if (UNITY_2018_3_OR_NEWER && UNITY_ANDROID)
       private ArrayList permissionList = new ArrayList() { Permission.Microphone };
       #endif
       ```

    3. Check if the required permissions have been granted. If not, prompt the user to grant the necessary permissions.

       ```csharp
       private void CheckPermissions() {
         #if (UNITY_2018_3_OR_NEWER && UNITY_ANDROID)
         foreach (string permission in permissionList) {
           if (!Permission.HasUserAuthorizedPermission(permission)) {
             Permission.RequestUserPermission(permission);
           }
         }
         #endif
       }
       ```

    **iOS and macOS**
    For iOS and macOS platforms, the Voice SDK includes a post-build script named `BL_BuildPostProcess.cs`. When you build and export your Unity project as an iOS project, this script automatically inserts camera and microphone permission entries into the `Info.plist` file, eliminating the need for manual updates.

    ### Start and stop your game [#start-and-stop-your-game]

    1. When the game starts, ensure that device permissions have been granted.

       ```csharp
       void Update() {
         CheckPermissions();
       }
       ```

    2. To start Voice Calling, initialize the engine and set up the event handler.

       ```csharp
       void Start() {
         SetupAudioSDKEngine();
         InitEventHandler();
       }
       ```

    3. To clean up all session-related resources when a user exits the game, call the `Dispose` method of the `IRtcEngine`.

       ```csharp
       void OnApplicationQuit() {
         if (RtcEngine != null) {
           Leave();
           // Destroy IRtcEngine
           RtcEngine.Dispose();
           RtcEngine = null;
         }
       }
       ```

    <CalloutContainer type="info">
      <CalloutDescription>
        After calling `Dispose`, you can no longer use any methods or callbacks of the SDK. To use Voice Calling features again, create a new engine instance.
      </CalloutDescription>
    </CalloutContainer>

    ### Complete sample code [#complete-sample-code-9]

    A complete code sample demonstrating the basic process of real-time interaction is provided for your reference. To quickly implement the basic functions of real-time Video Calling, copy the following sample code into your project:

    **Sample code to implement voice calling in your game**

    <Accordions>
      <Accordion title="Complete sample code for real-time Voice Calling">
        ```csharp
        using System.Collections;
        using System.Collections.Generic;
        using UnityEngine;
        using UnityEngine.UI;
        using Agora.Rtc;
        using Agora_RTC_Plugin.API_Example.Examples.Basic.JoinChannelAudio;

        #if (UNITY_2018_3_OR_NEWER && UNITY_ANDROID)
        using UnityEngine.Android;
        #endif

        public class JoinChannelAudio : MonoBehaviour
        {
          // Fill in your app ID
          private string _appID = "";
          // Fill in your channel name
          private string _channelName = "";
          // Fill in a temporary token
          private string _token = "";

          internal IRtcEngine RtcEngine;

        #if (UNITY_2018_3_OR_NEWER && UNITY_ANDROID)
        private ArrayList permissionList = new ArrayList() { Permission.Microphone };
        #endif

          // Start is called before the first frame update
          void Start()
          {
            SetupAudioSDKEngine();
            InitEventHandler();
            SetupUI();
          }

          // Update is called once per frame
          void Update()
          {
            CheckPermissions();
          }

          void OnApplicationQuit()
          {
            if (RtcEngine != null)
            {
              Leave();
              // Destroy IRtcEngine
              RtcEngine.Dispose();
              RtcEngine = null;
            }
          }

          private void CheckPermissions()
          {
        #if (UNITY_2018_3_OR_NEWER && UNITY_ANDROID)
          foreach (string permission in permissionList) {
            if (!Permission.HasUserAuthorizedPermission(permission)) {
              Permission.RequestUserPermission(permission);
            }
          }
        #endif
          }

          private void SetupUI()
          {
            GameObject go = GameObject.Find("Leave");
            go.GetComponent<Button>().onClick.AddListener(Leave);
            go = GameObject.Find("Join");
            go.GetComponent<Button>().onClick.AddListener(Join);
          }

          private void SetupAudioSDKEngine()
          {
            // Create an IRtcEngine instance
            RtcEngine = Agora.Rtc.RtcEngine.CreateAgoraRtcEngine();
            RtcEngineContext context = new RtcEngineContext();
            context.appId = _appID;
            context.channelProfile = CHANNEL_PROFILE_TYPE.CHANNEL_PROFILE_COMMUNICATION;
            context.audioScenario = AUDIO_SCENARIO_TYPE.AUDIO_SCENARIO_DEFAULT;
            // Initialize the IRtcEngine
            RtcEngine.Initialize(context);
          }

          public void Join()
          {
            Debug.Log("Joining _channelName");
            // Enable the audio module
            RtcEngine.EnableAudio();
            // Set channel media options
            ChannelMediaOptions options = new ChannelMediaOptions();
            // Publish the audio stream captured by the microphone
            options.publishMicrophoneTrack.SetValue(true);
            // Automatically subscribe to all audio streams
            options.autoSubscribeAudio.SetValue(true);
            // Set the channel profile to live broadcast
            options.channelProfile.SetValue(CHANNEL_PROFILE_TYPE.CHANNEL_PROFILE_COMMUNICATION);
            // Set the user role to broadcaster
            options.clientRoleType.SetValue(CLIENT_ROLE_TYPE.CLIENT_ROLE_BROADCASTER);
            // Join the channel
            RtcEngine.JoinChannel(_token, _channelName, 0, options);
          }

          public void Leave()
          {
            Debug.Log("Leaving " + _channelName);
            // Leave the channel
            RtcEngine.LeaveChannel();
            // Disable the audio module
            RtcEngine.DisableAudio();
          }

          // Create an instance of the user callback class and set the callback
          private void InitEventHandler()
          {
            UserEventHandler handler = new UserEventHandler(this);
            RtcEngine.InitEventHandler(handler);
          }

          // Implement your own callback class by inheriting the IRtcEngineEventHandler interface class
          internal class UserEventHandler : IRtcEngineEventHandler
          {
            private readonly JoinChannelAudio _audioSample;
            internal UserEventHandler(JoinChannelAudio audioSample)
            {
              _audioSample = audioSample;
            }
            // Triggered when the local user successfully joins a channel
            public override void OnJoinChannelSuccess(RtcConnection connection, int elapsed)
            {
              Debug.Log("OnJoinChannelSuccess _channelName");
            }
            // Triggered when a remote user successfully joins a channel
            public override void OnUserJoined(RtcConnection connection, uint uid, int elapsed)
            {
              Debug.Log("Remote user joined");
            }
            // Triggered when a remote user leaves the current channel
            public override void OnUserOffline(RtcConnection connection, uint uid, USER_OFFLINE_REASON_TYPE reason)
            {
            }
          }
        }
        ```
      </Accordion>
    </Accordions>

    ### Create a user interface [#create-a-user-interface-8]

    Follow these steps to set up a basic UI for your project or to integrate essential UI elements into your existing interface. A basic UI consists of the following components:

    * A button to join the channel.
    * A button to leave the channel.

    **Create a basic UI**

    1. Create buttons to join and leave channel

       1. In your Unity project, right-click the **Sample Scene** and select **Game Object > UI > Button**. You see a button on the scene canvas.

       2. In the **Inspector** panel, rename the button to `Join` and adjust the position coordinates as needed. For example:

       * **Pos X**：`-329`
       * **Pos Y**: `-172`

       1. Select the **Text** control of the **Join** button , and change the text to `Join` in the **Inspector** panel.

       2. Repeat the steps to create a **Leave** button, using the following positions:

       * **Pos X**：`329`
       * **Pos Y**: `-172`

    At this point your UI looks similar to the following:

    ![image](https://assets-docs.agora.io/images/video-sdk/voice-call-ui-unity.png)

    ## Test the sample code [#test-the-sample-code-9]

    Take the following steps to test the sample code:

    1. Obtain a temporary token from Agora Console.

    2. In `JoinChannel.cs`, update `_appID`, `_channelName`, and `_token` with the app ID, channel name, and temporary token for your project.

    3. In Unity Editor, click **Play** to run your project.

    4. Click **Join** to join a channel.

    5. Invite a friend to run the demo game on a second device. Use the same `_appID_`, `_token`, and `_channelName` to join. Alternatively, use the [Web demo](https://webdemo.agora.io/basicVideoCall/index.html) to join the same channel.

       After your friend joins successfully, you can hear each other.

    ## Reference [#reference-9]

    This section contains content that completes the information on this page, or points you to documentation that explains other aspects to this product.

    * If a firewall is deployed in your network environment, refer to [Connect with Cloud Proxy](build/manage-connection-and-quality/cloud-proxy.mdx) to use Agora services normally.

    ### Next steps [#next-steps-9]

    After implementing the quickstart sample, read the following documents to learn more:

    * To ensure communication security in a test or production environment, best practice is to obtain and use a token from an authentication server. For details, see [Secure authentication with tokens](build/set-up-token-authentication/use-tokens.mdx).

    ### Sample project [#sample-project-9]

    Agora provides open source sample projects on [GitHub](https://github.com/AgoraIO-Extensions/Agora-Unity-Quickstart/tree/main/API-Example-Unity/Assets/API-Example/Examples) for your reference. Download or view the [JoinChannelAudio](https://github.com/AgoraIO-Extensions/Agora-Unity-Quickstart/tree/main/API-Example-Unity/Assets/API-Example/Examples/Basic/JoinChannelAudio) project for a more detailed example.

    ### API reference [#api-reference-9]

    * [`JoinChannel`](https://api-ref.agora.io/en/voice-sdk/unity/4.x/API/class_irtcengine.html#api_irtcengine_joinchannel)

    * [`CreateAgoraRtcEngine`](https://api-ref.agora.io/en/voice-sdk/unity/4.x/API/class_irtcengine.html#api_createagorartcengine)

    * [`InitEventHandler`](https://api-ref.agora.io/en/voice-sdk/unity/4.x/API/class_irtcengine.html#api_irtcengine_addhandler)

    * [`SetClientRole`](https://api-ref.agora.io/en/voice-sdk/unity/4.x/API/class_irtcengine.html#api_irtcengine_setclientrole)

    * [`LeaveChannel`](https://api-ref.agora.io/en/voice-sdk/unity/4.x/API/class_irtcengine.html#api_irtcengine_leavechannel)

    ### Frequently asked questions [#frequently-asked-questions-7]

    * [How can I listen for audience joining or leaving a channel?](/en/api-reference/faq/integration/audience_event)
    * [How can I solve channel-related issues?](/en/api-reference/faq/integration/channel)

    ### See also [#see-also-9]

    * [Error codes](reference/error-codes.mdx)

    * [Connection status management](build/manage-connection-and-quality/connection-status-management.mdx)

    
  
      
  
      
  
      
  
