Chat Unity v3
Chat Unity

Send your first message

With Sendbird Chat SDK for Unity, you can efficiently integrate real-time chat into a client app. On the client-side implementation, you can initialize and configure the chat with minimal effort. On the server-side, Sendbird ensures reliable infra-management services for the chat service within your app.

This page demonstrates how to install the Chat SDK in your app so that you can send your first message in just a few simple steps.

Note: The fastest way to see Sendbird Chat SDK in action is to build your app on top of our sample app. Download the sample app to jumpstart your build.


The minimum requirements for Chat SDK for Unity are:

  • Mono/ .NET 2.0
  • Unity 5.x.x or higher

Note: Sendbird server supports Transport Layer Security (TLS) from version 1.0 up to 1.3. For example, in the server regions where TLS 1.3 isn’t available, lower versions, sequentially from 1.2 to 1.0, will be supported for secure data transmission.

Before you start

Before installing Sendbird Chat SDK, you need to create a Sendbird application on the Sendbird Dashboard, which comprises everything required in a chat service including users, messages, and channels. You will need the App ID of your Sendbird application when initializing the Chat SDK.

Note: Each Sendbird application can be integrated with a single client app. Within the same application, users can communicate with each other across all platforms, whether they are on mobile devices or on the web.

Get started

To send a message in a client app, you should build and configure an in-app chat using Sendbird Chat SDK.

Step 1 Create a project

Create a new Unity project.

Step 2 Install the Chat SDK

Installing the Chat SDK is simple if you’re familiar with using external libraries or SDK’s in your projects.

  1. Download SendBird.Unity.dll in the GitHub repository for Unity. You must also download websocket-sharp.dll, a WebSocket library, in the same repository. The Chat SDK uses websocket-sharp to connect to Sendbird server.

  2. Open your project in Unity, then import both SendBird.dll and websocket-sharp.dll files into your Assets.

  3. Once the libraries have been imported, create a new source code file and add the following code at the top to start using Sendbird Chat SDK.

using SendBird;

Step 3 Initialize the Chat SDK

Now, initialize Sendbird Chat SDK in the app to allow the Chat SDK to respond to changes in the connection status of Unity client apps. Initialization requires the App ID, which can be found on the Sendbird Dashboard. Pass in the App ID of the Sendbird application you created earlier on the dashboard to SendBirdClient.Init() for initialization.

In addition to initializing the Chat SDK, you must also initialize Unity dispatcher. The Chat SDK uses a dispatcher pattern, a method for scheduling code to any single thread, to avoid multi-threading issues.

void Awake()
    SendBirdClient.SetupUnityDispatcher (gameObject);
    // Set a SendBird `gameObject` to the `DontDestroyOnLoad`.
    StartCoroutine (SendBirdClient.StartUnityDispatcher);
    // Start a Unity dispatcher.

    SendBirdClient.Init (APP_ID);
    // Replace `APP_ID` with your own Sendbird application ID.

Note: The SendBirdClient.Init() method of a SendBirdClient instance must be called once across your Unity client app.

Step 4 Connect to Sendbird server

You will need a user in order to connect to Sendbird server and send a message to a channel. You can either create a user in the Sendbird Dashboard or use a unique ID that hasn't been taken by any of your Sendbird application users. In the latter case, a new user will be automatically created in your Sendbird application before being connected.

Note: To learn more about authenticating with an access token, go to Authentication.

SendBirdClient.Connect(USER_ID, (User user, SendBirdException e) =>
    if(e != null)
        return; // Handle error.

    // The user is connected to the Sendbird server.

Step 5 Create a new open channel

Create an open channel using the following codes. Open channels are where all users in your Sendbird application can easily participate without an invitation.

OpenChannel.CreateChannel(NAME, COVER_IMAGE_OR_URL, DATA, CUSTOM_TYPE, (OpenChannel openChannel, SendBirdException e) => {
    if(e != null) // Handle error.
    // An open channel is successfully created.
    // Through the `openChannel` parameter of the callback method,
    // you can get the open channel's data from the Sendbird server.

Note: You can also create a group channel to send a message. To learn more, see Create a channel in the Group channel page.

Step 6 Enter the channel

Enter the open channel to send and receive messages.

OpenChannel.GetChannel(CHANNEL_URL, (OpenChannel openChannel, SendBirdException e) => {
    if (e != null) // Handle error.

    // Call the instance method of the result object in the
    // `openChannel` parameter of the callback method.

    openChannel.Enter((SendBirdException e) => {
        if (e != null) // Handle error.
        // The current user successfully enters the open channel,
        // and can chat with other users in the channel by using APIs.

Step 7 Send a message to the channel

Finally, send a message to the channel. To learn more about the message type you can send, see Message.

openChannel.SendUserMessage(MESSAGE, DATA, (UserMessage userMessage, SendBirdException e) => {
    if (e != null)  // Handle error.
    // The message is successfully sent to the channel.
    // The current user can receive messages from other users
    // through the `ChannelHandler.onMessageReceived()` method of an event handler.

Step 8 Receive a message

Add the onMessageReceived() channel event handler using the AddChannelHandler() method so that you can receive the message you just sent to the channel. You can also see the message on our dashboard.

SendBirdClient.ChannelHandler ch = new SendBirdClient.ChannelHandler();

ch.OnMessageReceived += (BaseChannel baseChannel, BaseMessage baseMessage) =>
    // A chat message has been received.

SendBirdClient.AddChannelHandler(UNIQUE_HANDLER_ID, ch); // Replace the `UNIQUE_HANDLER_ID` with a unique identifier to register multiple concurrent handlers.