Skip to main content
Documentation - Discord Docs

Search documentation

Type to search this documentation.

On this pageOverview

Game SDK

Welcome to the documentation for the Discord Game SDK! We're glad you made it. The Game SDK helps you develop your 3rd party game or app, and integrate it with Discord.


This section will walk you through the first few steps you need to take to get up-and-running with the Game SDK. After you download the SDK and configure your app, you can find more details in the Using the SDK section.

Now, let's get started. First, get the SDK. Here it is:

There's a few things in there, but let's quickly talk about what the SDK actually is. Inside the lib/ folder, you'll see x86/ and x86_64/ that have some .lib, .bundle, and .dll files. These are the things you want to distribute with your game.

These files are comprised of two parts: a "stub", and fallback modules. What that means is that when everything is running smoothly, the DLLs will just call back to the local running Discord client to do the heavy lifting. If, however, something is wrong, like a breaking change, the files also include "fallback" modules that reflect the native SDK modules in Discord at the time that version of the SDK was published. TLDR - you don't need to worry about breaking changes.

Next, we need to set up the application for your game. An app is the base "entity" in Discord for your game.

Head over to our developer site and create an account/log in if you haven't yet. The first thing we're going to do is create a Team. Teams are groups of developers working together on applications; you should create a team for your organization at https://discord.com/developers/teams. You can invite other users to join your team and work on applications together with you.

Now that your team is created, you'll want to make an application. To do so, click on "Applications" at the top of the page and create an application. Make sure you pick your newly-created team in the Team dropdown. You want your team to own the application! Now that your app is made, let's dive into some more setup.

First, we'll need to set an OAuth2 redirect URL. You can add http://127.0.0.1 in there for now; this powers some behind-the-scenes stuff you don't need to worry about.

Next, copy the Client ID at the top of the page. This id, also referred to as an "application id", is your game's unique identifier across Discord. Keep it handy!

While you're here, head to the "OAuth2" section of your application and add http://127.0.0.1 as a redirect URI for your application. This will allow us to do the OAuth2 token exchange within the Discord client.

Before you start developing, there are a couple of notes to keep in mind about the SDK:

  • All strings in the SDK are UTF8 strings. Make sure you've converted properly if necessary!
  • The SDK is NOT threadsafe!

With that out of the way, let's start coding. Didn't think we'd get there so fast, did ya? Think again! The dropdowns are code primers for the main languages of the SDK: C#, C, and C++. They'll get you up and running with the most basic examples, and then you're off to the races.

Code Primer for Unity (C#)
  • Open up that SDK zip that you downloaded.
  • Copy the contents of the lib/ folder to Assets/Plugins in your Unity project
  • Copy the contents of the csharp/ folder to Assets/Plugins/DiscordGame SDK

From there, you'll be able to reference functions in the DLL within your scripts. A basic example of a script can be found in this example repo. In this example, we attach our DiscordController.cs script to the Main Camera object of the default created scene. We then instantiate the SDK with:

C#
/*
    Grab that Client ID from earlier
    Discord.CreateFlags.Default will require Discord to be running for the game to work
    If Discord is not running, it will:
    1. Close your game
    2. Open Discord
    3. Attempt to re-open your game
    Step 3 will fail when running directly from the Unity editor
    Therefore, always keep Discord running during tests, or use Discord.CreateFlags.NoRequireDiscord
*/
var discord = new Discord.Discord(CLIENT_ID, (UInt64)Discord.CreateFlags.Default);

You're now free to use other functionality in the SDK! Make sure to call discord.RunCallbacks() in your main game loop; that's your Update() function.

You're ready to go! Check out the rest of the documentation for more info on how to use the other pieces of the SDK. See an example of everything it can do in examples/Program.cs in the SDK zip file.

Code Primer for Non-Unity Projects (C#)
  • Open up that SDK zip that you downloaded.
  • Create a folder in your project directory called DiscordGame SDK and copy the contents of the csharp/ folder to it
  • Build your solution then place the .dll in the directory of the .exe (either x86 or x86_64 version depending on your compile platform). If you compile for Any CPU you may need to perform additional wrapping around DLL importing (like setting the DLL directory dynamically) to make sure you load the correct DLL.

From there, you'll be able to reference functions in the DLL within your scripts. We then instantiate the SDK with:

C#
/*
    Grab that Client ID from earlier
    Discord.CreateFlags.Default will require Discord to be running for the game to work
    If Discord is not running, it will:
    1. Close your game
    2. Open Discord
    3. Attempt to re-open your game
    Step 3 may fail when running directly from your editor
    Therefore, always keep Discord running during tests, or use Discord.CreateFlags.NoRequireDiscord
*/
var discord = new Discord.Discord(CLIENT_ID, (UInt64)Discord.CreateFlags.Default);

You're now free to use other functionality in the SDK! Make sure to call discord.RunCallbacks() in your main game loop; that's your Update() function.

You're ready to go! Check out the rest of the documentation for more info on how to use the other pieces of the SDK. See an example of everything it can do in examples/Program.cs in the SDK zip file.

Code Primer for Unreal Engine (C)

Before jumping into the C binding, a word of caution. If you are using Unreal Engine 3, or need to support an older version of Visual Studio, you may at first see some unexpected crashes due to compile configurations. The way to fix this is to wrap the include statement for the Discord Game SDK header file like so:

C
#pragma pack(push, 8)
#include "discord_game_sdk.h"
#pragma pack(pop)

This should let you use the SDK without any further crashes. Now, on with the show!

  • Open up that SDK zip that you downloaded.
  • Copy the contents of the lib/ folder to the best location within your project for DLLs.
  • Copy the contents of the c/ folder to your source directory
  • It's dangerous to go alone—take this small code block with you (to start)!
C
struct Application {
    struct IDiscordCore* core;
    struct IDiscordUsers* users;
};

struct Application app;
// Don't forget to memset or otherwise initialize your classes!
memset(&app, 0, sizeof(app));

struct IDiscordCoreEvents events;
memset(&events, 0, sizeof(events));

struct DiscordCreateParams params;
params.client_id = CLIENT_ID;
params.flags = DiscordCreateFlags_Default;
params.events = &events;
params.event_data = &app;

DiscordCreate(DISCORD_VERSION, &params, &app.core);
  • Make sure to call core->run_callbacks(core, 0) in your game loop.

You're ready to go! Check out the rest of the documentation for more info on how to use the other pieces of the SDK. See an example of everything it can do in examples/c/main.c in the SDK zip file.

Code Primer for Unreal Engine 4 (C++)

First, you'll want to copy the header files and .cpp files to a folder somewhere in your project directory. For ease of a quickstart example, you can put them right inside your Source/your-project-name folder; I'd put them in a containing folder called something like discord-files/.

Second, you'll want to copy the .dll and .lib files from the lib/x86_64 folder of the downloaded zip. These files should be put in your-project-name/Binaries/Win64/. For win32, take the files from x86/ and put them, in your-project-name/Binaries/Win32.

Next, we need to link these files within our project so that we can reference them. If you open up your project's .sln file in Visual Studio, you'll find a file called your-project-name.Build.cs. We're going to add the following lines of code to that file:

C++
/*
    ABSOLUTE_PATH_TO_DISCORD_FILES_DIRECTORY will look something like:

    "H:\\Unreal Projects\\Game SDKtest\\Source\\Game SDKtest\\discord-files\\"

    You should get this value programmatically
*/
PublicIncludePaths.Add(ABSOLUTE_PATH_TO_DISCORD_FILES_DIRECTORY)

/*
    ABSOLUTE_PATH_TO_LIB_FILE will look something like:

    "H:\\Unreal Projects\\Game SDKtest\\Binaries\\Win64\\discord_game_sdk.dll.lib"

    You should get this value programmatically
*/
PublicAdditionalLibraries.Add(ABSOLUTE_PATH_TO_LIB_FILE)

Now that we've got our new dependencies properly linked, we can reference them in our code. In this example, we're going to make a new Pawn class called MyPawn. It will look something like this:

C++
#include "MyPawn.h"
#include "discord-files/discord.h"

discord::Core* core{};

AMyPawn::AMyPawn()
{
  // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
  PrimaryActorTick.bCanEverTick = true;
}

// Called when the game starts or when spawned
void AMyPawn::BeginPlay()
{
  Super::BeginPlay();
  /*
      Grab that Client ID from earlier
      Discord.CreateFlags.Default will require Discord to be running for the game to work
      If Discord is not running, it will:
      1. Close your game
      2. Open Discord
      3. Attempt to re-open your game
      Step 3 will fail when running directly from the Unreal Engine editor
      Therefore, always keep Discord running during tests, or use Discord.CreateFlags.NoRequireDiscord
  */
  auto result = discord::Core::Create(461618159171141643, DiscordCreateFlags_Default, &core);
  discord::Activity activity{};
  activity.SetState("Testing");
  activity.SetDetails("Fruit Loops");
  core->ActivityManager().UpdateActivity(activity, [](discord::Result result) {

  });
}

// Called every frame
void AMyPawn::Tick(float DeltaTime)
{
  Super::Tick(DeltaTime);
  ::core->RunCallbacks();
}

// Called to bind functionality to input
void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
  Super::SetupPlayerInputComponent(PlayerInputComponent);
}

Make sure you've got core->RunCallbacks() going every frame!

You're ready to go! Check out the rest of the documentation for more info on how to use the other pieces of the SDK. See an example of everything it can do in examples/cpp/main.cpp in the SDK zip file.

Code Primer for No Engine (C++)

In your project folder, you'll want to make something like a "discord-files" folder, for organization. In that folder, copy all the .h and .cpp files from the zip. You want to include all the header and source files respectively in your project

Correct Files

In your project settings, you'll want to include the relevant library (e.g. discord_game_sdk.dll.lib) as an additional dependency.

Linked Library

  • From there, you should be able to #include "discord-files/discord.h", or whatever the path to that header file is, and have access to the code.

At a high level, the Discord Game SDK has a parent class, Discord.

This class is in charge of the creation of a few "manager" sub-classes to interact with Discord.

Each manager class contains its own functions and events used to interact with Discord in the context of the manager:

Name Description
ActivityManager for Rich Presence and game invites
OverlayManager for interacting with Discord's built-in overlay
UserManager for fetching user data for a given id and the current user

Most functions in the Discord Game SDK, uh, function in a similar way. They take whatever parameters are required for the function to do its job—a user id, the requested size for an image, etc.—and a callback by means of a function pointer. That callback is fired when the function completes its work, letting you handle events without worrying about piping asynchronously-returned data to the right context.

Some functions behave with a normal return behavior; e.g. RelationshipManager.Count() just returns the number directly. Don't worry, it's outlined in the docs.

Example calling a function with our C# binding
c#
var userManager = discord.GetUserManager();

// Return via callback
userManager.GetUser(290926444748734465, (Discord.Result result, ref Discord.User otherUser) =>
{
  if (result == Discord.Result.Ok)
  {
    Console.WriteLine(otherUser.Username);
    Console.WriteLine(otherUser.Id);
  }
});


// Return normally
userManager.OnCurrentUserUpdate += () =>
{
    var currentUser = userManager.GetCurrentUser();
        Console.WriteLine(currentUser.Username);
        Console.WriteLine(currentUser.Discriminator);
        Console.WriteLine(currentUser.Id);
};

Discord passes a number of environment variables down to the SDK. These are accessed by various functions in the SDK and can be changed for local testing by changing the value in your local environment.

name method description
DISCORD_INSTANCE_ID Local Testing the locally running instance of Discord to connect to; allows you to choose between multiple running clients
DISCORD_ACCESS_TOKEN ApplicationManager.GetOAuth2Token() the connected user's bearer token
DISCORD_CURRENT_LOCALE ApplicationManager.GetCurrentLocale() the language that Discord is in for the connected user
DISCORD_CURRENT_BRANCH ApplicationManager.GetCurrentBranch() the branch of the running application that the user has launched

Debugging is a pain, so before we get into the meat of the SDK, we want to make sure you're prepared for when things go awry. Within the Discord core is a function called SetLogHook(). It takes a level, which is minimum level of log message you want to listen to, and a callback function:

Using SetLogHook for Error Handling in the SDK
C#
public void LogProblemsFunction(Discord.LogLevel level, string message)
{
  Console.WriteLine("Discord:{0} - {1}", level, message);
}

discord.SetLogHook(Discord.LogLevel.Debug, LogProblemsFunction);

You should begin your integration by setting up this callback to help you debug. Helpfully, if you put a breakpoint inside the callback function you register here, you'll be able to see the stack trace for errors you run into (as long as they fail synchronously). Take the guess work out of debugging, or hey, ignore any and all logging by setting a callback that does nothing. We're not here to judge.

While integrating the Discord Game SDK, you will probably find yourself wanting to test functionality between two game clients locally, be it for networking, Rich Presence, etc.

We know that getting a test build of a game on two separate machines can be both difficult and cumbersome. So, we've got a solution for you!

How do I test locally while developing?

By using system environment variables, you can tell the SDK in a certain game client to connect to a specific Discord client. Here's how it works:

  1. Download Discord Canary. This is our most updated build, and is good to develop against: Windows - Mac
  2. Download a second Discord Build. Here's our Public Test Build: Windows - Mac
  3. Open up two Discord clients. We recommend you develop against Discord Canary, so you can use PTB or Stable for your test account
  4. Log in with two separate users. Make sure any test account is added to the application's App Whitelist in the portal!

Now, in your game code, you can tell the SDK which client to connect to via the environment variable DISCORD_INSTANCE_ID before initializing the SDK. The value of the variable corresponds to the order in which you opened the clients, so 0 would connect to the first opened client, 1 the second, etc.

Environment Variable Example
C#
// This machine opened Discord Canary first, and Discord PTB second

// This makes the SDK connect to Canary
System.Environment.SetEnvironmentVariable("DISCORD_INSTANCE_ID", "0");
var discord = new Discord(applicationId, Discord.CreateFlags.Default);

// This makes the SDK connect to PTB
System.Environment.SetEnvironmentVariable("DISCORD_INSTANCE_ID", "1");
var discord = new Discord(applicationId, Discord.CreateFlags.Default);

This will set the environment variable only within the context of the running process, so don't worry about messing up global stuff.

Codes and Values for the Result Enum
Codevaluedescription
0Okeverything is good
1ServiceUnavailableDiscord isn't working
2InvalidVersionthe SDK version may be outdated
3LockFailedan internal error on transactional operations
4InternalErrorsomething on our side went wrong
5InvalidPayloadthe data you sent didn't match what we expect
6InvalidCommandthat's not a thing you can do
7InvalidPermissionsyou aren't authorized to do that
8NotFetchedcouldn't fetch what you wanted
9NotFoundwhat you're looking for doesn't exist
10Conflictuser already has a network connection open on that channel
11InvalidSecretactivity secrets must be unique and not match party id
12InvalidJoinSecretjoin request for that user does not exist
13NoEligibleActivityyou accidentally set an ApplicationId in your UpdateActivity() payload
14InvalidInviteyour game invite is no longer valid
15NotAuthenticatedthe internal auth call failed for the user, and you can't do this
16InvalidAccessTokenthe user's bearer token is invalid
17ApplicationMismatchaccess token belongs to another application
18InvalidDataUrlsomething internally went wrong fetching image data
19InvalidBase64not valid Base64 data
20NotFilteredyou're trying to access the list before creating a stable list with Filter()
21LobbyFullthe lobby is full
22InvalidLobbySecretthe secret you're using to connect is wrong
23InvalidFilenamefile name is too long
24InvalidFileSizefile is too large
25InvalidEntitlementthe user does not have the right entitlement for this game
26NotInstalledDiscord is not installed
27NotRunningDiscord is not running
28InsufficientBufferinsufficient buffer space when trying to write
29PurchaseCancelleduser cancelled the purchase flow
30InvalidGuildDiscord guild does not exist
31InvalidEventthe event you're trying to subscribe to does not exist
32InvalidChannelDiscord channel does not exist
33InvalidOriginthe origin header on the socket does not match what you've registered (you should not see this)
34RateLimitedyou are calling that method too quickly
35OAuth2Errorthe OAuth2 process failed at some point
36SelectChannelTimeoutthe user took too long selecting a channel for an invite
37GetGuildTimeouttook too long trying to fetch the guild
38SelectVoiceForceRequiredpush to talk is required for this channel
39CaptureShortcutAlreadyListeningthat push to talk shortcut is already registered
40UnauthorizedForAchievementyour application cannot update this achievement
41InvalidGiftCodethe gift code is not valid
42PurchaseErrorsomething went wrong during the purchase flow
43TransactionAbortedpurchase flow aborted because the SDK is being torn down
Values for the LogLevel Enum
valuedescription
ErrorLog only errors
WarningLog warnings and errors
InfoLog info, warnings, and errors
DebugLog all the things!
Values for the CreateFlags Enum
valuedescription
DefaultRequires Discord to be running to play the game
NoRequireDiscordDoes not require Discord to be running, use this on other platforms

Creates an instance of Discord to initialize the SDK. This is the overlord of all things Discord. We like to call her Nelly.

Returns a new Discord.

name type description
clientId Int64 your application's client id
flags CreateFlags the creation parameters for the SDK, outlined above
C++
// c++ land
discord::Core* core{};
discord::Core::Create(53908232506183680, DiscordCreateFlags_Default, &core);

// c# land
var discord = new Discord(53908232506183680, (UInt64)Discord.CreateFlags.Default);

Destroys the instance. Wave goodbye, Nelly! You monster. In C# land, this is Dispose().

Returns void.

C#
discord.Dispose();

Registers a logging callback function with the minimum level of message to receive. The callback function should have a signature of:

C#
MyCallbackFunction(LogLevel level, string message);

Returns void.

name type description
level LogLevel the minimum level of event to log
callback function the callback function to catch the messages
C#
public void LogProblemsFunction(Discord.LogLevel level, string message)
{
  Console.WriteLine("Discord:{0} - {1}", level, message);
}

discord.SetLogHook(Discord.LogLevel.Debug, LogProblemFunctions);

Runs all pending SDK callbacks. Put this in your game's main event loop, like Update() in Unity. That way, the first thing your game does is check for any new info from Discord.

This function also serves as a way to know that the local Discord client is still connected. If the user closes Discord while playing your game, RunCallbacks() will return/throw Discord.Result.NotRunning.

In C and C++, this function returns Discord.Result. In C#, it returns void and will throw Discord.Result error if something went wrong.

C#
void Update()
{
  discord.RunCallbacks();
}

Fetches an instance of the manager for interfacing with activities in the SDK.

Returns an ActivityManager.

C#
var activityManager = discord.GetActivityManager();

Fetches an instance of the manager for interfacing with users in the SDK.

Returns an UserManager.

C#
var userManager = discord.GetUserManager();

Fetches an instance of the manager for interfacing with the overlay in the SDK.

Returns an OverlayManager.

C#
var overlayManager = discord.GetOverlayManager();

Looking to integrate Rich Presence into your game? No need to manage multiple SDKs—this one does all that awesome stuff, too! Delight your players with the ability to post game invites in chat and party up directly from Discord. Surface interesting live game data in their profile for their friends, encouraging them to group up and play together.

For more detailed information and documentation around the Rich Presence feature set and integration tips, check out our Rich Presence Documentation.

name type description
id Int64 the user's id
username string their name
discriminator string the user's unique discrim
avatar string the hash of the user's avatar
bot bool if the user is a bot user
name type description
applicationId Int64 your application id - this is a read-only field
name string name of the application - this is a read-only field
state string the player's current party status
details? ?string what the player is currently doing
timestamps? ?ActivityTimestamps helps create elapsed/remaining timestamps on a player's profile
assets? ?ActivityAssets assets to display on the player's profile
party? ?ActivityParty information about the player's party
secrets? ?ActivitySecrets secret passwords for joining and spectating the player's game
instance? ?bool whether this activity is an instanced context, like a match
name type description
start? ?Int64 unix timestamp - send this to have an "elapsed" timer
end? ?Int64 unix timestamp - send this to have a "remaining" timer
name type description
largeImage? ?string see Activity Asset Image
largeText? ?string hover text for the large image
smallImage? ?string see Activity Asset Image
smallText? ?string hover text for the small image
name type description
id string a unique identifier for this party
size PartySize info about the size of the party
name type description
currentSize Int32 the current size of the party
maxSize Int32 the max possible size of the party
name type description
match? ?string unique hash for the given match context
join? ?string unique hash for chat invites and Ask to Join
spectate? ?string unique hash for Spectate button
name Value
Playing 0
Streaming 1
Listening 2
Watching 3
Custom 4
Competing 5

For more details about the activity types, see Gateway documentation.

ActivityType is strictly for the purpose of handling events that you receive from Discord; though the SDK will not reject a payload with an ActivityType sent, it will be discarded and will not change anything in the client.

name value
No 0
Yes 1
Ignore 2
name value
Join 1
Spectate 2

If you want to hook up joining and spectating for your games, there are certain fields in the activity payload that need to be sent. Refer to the following handy table for what needs to be set for certain actions.

Activity Action Field Requirements
FieldCustom ArtworkSpectateJoinAsk to Join
State
Details
ActivityTimestamps.start
ActivityTimestamps.end
ActivityAssets.largeImagex
ActivityAssets.smallImagex
ActivityAssets.largeTextx
ActivityAssets.smallTextx
ActivityParty.idxx
ActivityParty.size.currentSizexx
ActivityParty.size.maxSizexx
ActivitySecrets.joinxx
ActivitySecrets.spectatex

Registers a command by which Discord can launch your game. This might be a custom protocol, like my-awesome-game://, or a path to an executable. It also supports any launch parameters that may be needed, like game.exe --full-screen --no-hax.

On macOS, due to the way Discord registers executables, your game needs to be bundled for this command to work. That means it should be a .app.

Returns void.

name type description
command string the command to register
C#
activityManager.RegisterCommand("my-awesome-game://run --full-screen");

Used if you are distributing this SDK on Steam. Registers your game's Steam app id for the protocol steam://run-game-id/<id>.

Returns void.

name type description
steamId UInt32 your game's Steam app id
C#
activityManager.RegisterSteam(1938123);

Sets a user's presence in Discord to a new activity. This has a rate limit of 5 updates per 20 seconds.

Returns a Discord.Result via callback.

name type description
activity Activity the new activity for the user
UpdateActivity Example
C#
var activity = new Discord.Activity
{
  State = "In Play Mode",
  Details = "Playing the Trumpet!",
  Timestamps =
  {
      Start = 5,
  },
  Assets =
  {
      LargeImage = "foo largeImageKey", // Larger Image Asset Value
      LargeText = "foo largeImageText", // Large Image Tooltip
      SmallImage = "foo smallImageKey", // Small Image Asset Value
      SmallText = "foo smallImageText", // Small Image Tooltip
  },
  Party =
  {
      Id = "foo partyID",
      Size = {
          CurrentSize = 1,
          MaxSize = 4,
      },
  },
  Secrets =
  {
      Match = "foo matchSecret",
      Join = "foo joinSecret",
      Spectate = "foo spectateSecret",
  },
  Instance = true,
};

activityManager.UpdateActivity(activity, (result) =>
{
    if (result == Discord.Result.Ok)
    {
        Console.WriteLine("Success!");
    }
    else
    {
        Console.WriteLine("Failed");
    }
});

Clear's a user's presence in Discord to make it show nothing.

Results a Discord.Result via callback.

ClearActivity Example
C#
activityManager.ClearActivity((result) =>
{
    if (result == Discord.Result.Ok)
    {
        Console.WriteLine("Success!");
    }
    else
    {
        Console.WriteLine("Failed");
    }
});

Sends a reply to an Ask to Join request.

Returns a Discord.Result via callback.

name type description
userId Int64 the user id of the person who asked to join
reply ActivityJoinRequestReply No, Yes, or Ignore
SendRequestReply Example
C#
activityManager.OnActivityJoinRequest += user =>
{
    Console.WriteLine("Join request from: {0}", user.Id);
    activityManager.SendRequestReply(user.Id, Discord.ActivityJoinRequestReply.Yes, (res) =>
    {
      if (res == Discord.Result.Ok)
      {
        Console.WriteLine("Responded successfully");
      }
    });
}

Sends a game invite to a given user. If you do not have a valid activity with all the required fields, this call will error. See Activity Action Field Requirements for the fields required to have join and spectate invites function properly.

Returns a Discord.Result via callback.

name type description
userId Int64 the id of the user to invite
type ActivityActionType marks the invite as an invitation to join or spectate
content string a message to send along with the invite
SendInvite Example
C#
var userId = 53908232506183680;
activityManager.SendInvite(userId, Discord.ActivityActionType.Join, "Come play!", (result) =>
{
    if (result == Discord.Result.Ok)
    {
        Console.WriteLine("Success!");
    }
    else
    {
        Console.WriteLine("Failed");
    }
});

Accepts a game invitation from a given userId.

Returns a Discord.Result via callback.

name type description
userId Int64 the id of the user who invited you
AcceptInvite Example
C#
activityManager.AcceptInvite(290926444748734466, (result) =>
{
    if (result == Discord.Result.Ok)
    {
        Console.WriteLine("Success!");
    }
    else
    {
        Console.WriteLine("Failed");
    }
});

Fires when a user accepts a game chat invite or receives confirmation from Asking to Join.

name type description
joinSecret string the secret to join the user's game
OnActivityJoin Example
C#
// Received when someone accepts a request to join or invite.
// Use secrets to receive back the information needed to add the user to the group/party/match
activityManager.OnActivityJoin += secret => {
    Console.WriteLine("OnJoin {0}", secret);
    // Now update your internal systems to reflect the user as joined

		// Sends this off to a Activity callback named here as 'UpdateActivity' passing in the discord instance details
    UpdateActivity(discord);
};

void UpdateActivity(Discord.Discord discord)
    {
    	//Creates a Static String for Spectate Secret.
        string discordSpectateSecret = "wdn3kvj320r8vk3";
        spectateActivitySecret = discordSpectateSecret;
        var activity = new Discord.Activity
        {
            State = "Playing Co-Op",
            Details = "In a Multiplayer Match!",
            Timestamps =
            {
                Start = startTimeStamp,
            },
            Assets =
            {
                LargeImage = "matchimage1",
                LargeText = "Inside the Arena!",
            },
            Party = {
                Id = <Party/match/group id here>,
                Size = {
                    CurrentSize = ...,
                    MaxSize = ...,
                },
            },
            Secrets = {
                Spectate = spectateActivitySecret,
                Join = joinActivitySecret,
            },
            Instance = true,
        };

        activityManager.UpdateActivity(activity, result =>
        {
            Debug.LogFormat("Updated to Multiplayer Activity: {0}", result);

            // Send an invite to another user for this activity.
            // Receiver should see an invite in their DM.
            // Use a relationship user's ID for this.
            // activityManager
            //   .SendInvite(
            //       364843917537050624,
            //       Discord.ActivityActionType.Join,
            //       "",
            //       inviteResult =>
            //       {
            //           Console.WriteLine("Invite {0}", inviteResult);
            //       }
            //   );
        });
    }

Fires when a user accepts a spectate chat invite or clicks the Spectate button on a user's profile.

name type description
spectateSecret string the secret to join the user's game as a spectator
OnActivitySpectate Example
C#
// Received when someone accepts a request to spectate
activityManager.OnActivitySpectate += secret =>
{
    Console.WriteLine("OnSpectate {0}", secret);
};

Fires when a user asks to join the current user's game.

name type description
user User the user asking to join
OnActivityJoinRequest Example
C#
// A join request has been received. Render the request on the UI.
activityManager.OnActivityJoinRequest += (ref Discord.User user) =>
{
    Console.WriteLine("OnJoinRequest {0} {1}", user.Username, user.Id);
};

Fires when the user receives a join or spectate invite.

name type description
type ActivityActiontype whether this invite is to join or spectate
user User the user sending the invite
activity Activity the inviting user's current activity
OnActivityInvite Example
C#
// An invite has been received. Consider rendering the user / activity on the UI.
activityManager.OnActivityInvite += (Discord.ActivityActionType Type, ref Discord.User user, ref Discord.Activity activity2) =>
{
      Console.WriteLine("Received Invite Type: {0}, from User: {1}, with Activity Name: {2}", Type, user.Username, activity2.Name);
      // activityManager.AcceptInvite(user.Id, result =>
      // {
      //     Console.WriteLine("AcceptInvite {0}", result);
      // });
};
Code example for inviting a user to a game
C#
var discord = new Discord.Discord(clientId, Discord.CreateFlags.Default);

// Update user's activity for your game.
// Party and secrets are vital.
var activity = new Discord.Activity
{
  State = "olleh",
  Details = "foo details",
  Timestamps =
  {
      Start = 5,
      End = 6,
  },
  Assets =
  {
      LargeImage = "foo largeImageKey",
      LargeText = "foo largeImageText",
      SmallImage = "foo smallImageKey",
      SmallText = "foo smallImageText",
  },
  Party =
  {
      Id = "foo partyID",
      Size = {
          CurrentSize = 1,
          MaxSize = 4,
      },
  },
  Secrets =
  {
      Match = "foo matchSecret",
      Join = "foo joinSecret",
      Spectate = "foo spectateSecret",
  },
  Instance = true,
};

activityManager.UpdateActivity(activity, (result) =>
{
    Console.WriteLine("Update Activity {0}", result);

    // Send an invite to another user for this activity.
    // Receiver should see an invite in their DM.
    // Use a relationship user's ID for this.
    activityManager.SendInvite(364843917537050999, Discord.ActivityActionType.Join, "", (inviteUserResult) =>
    {
        Console.WriteLine("Invite User {0}", inviteUserResult);
    });
});

Discord comes with an awesome built-in overlay, and you may want to make use of it for your game. This manager will help you do just that! It gives you the current state of the overlay for the user, and allows you to update that state.

name value
Join 1
Spectate 2

Check whether the user has the overlay enabled or disabled. If the overlay is disabled, all the functionality in this manager will still work. The calls will instead focus the Discord client and show the modal there instead.

Returns a bool.

IsEnabled Example
C#
if (!overlaymanager.IsEnabled())
{
  Console.WriteLine("Overlay is not enabled. Modals will be shown in the Discord client instead");
}

Check if the overlay is currently locked or unlocked

IsLocked Example
C#
if (overlayManager.IsLocked())
{
  overlayManager.SetLocked(true, (res) =>
  {
    Console.WriteLine("Input in the overlay is now accessible again");
  });
}

Locks or unlocks input in the overlay. Calling SetLocked(true); will also close any modals in the overlay or in-app from things like IAP purchase flows and disallow input.

Returns Discord.Result via callback.

name type description
locked bool lock or unlock the overlay
SetLocked Example
C#
overlayManager.SetLocked(true, (res) =>
{
  Console.WriteLine("Overlay has been locked and modals have been closed");
});

Opens the overlay modal for sending game invitations to users, channels, and servers. If you do not have a valid activity with all the required fields, this call will error. See Activity Action Field Requirements for the fields required to have join and spectate invites function properly.

Returns a Discord.Result via callback.

name type description
type ActivityActionType what type of invite to send
OpenActivityInvite Example
C#
overlayManager.OpenActivityInvite(Discord.ActivityActionType.Join, (result) =>
{
  if (result == Discord.Result.Ok)
  {
    Console.WriteLine("User is now inviting others to play!");
  }
});

Opens the overlay modal for joining a Discord guild, given its invite code. An invite code for a server may look something like fortnite for a verified server—the full invite being discord.gg/fortnite—or something like rjEeUJq for a non-verified server, the full invite being discord.gg/rjEeUJq.

Returns a Discord.Result via callback. Note that a successful Discord.Result response does not necessarily mean that the user has joined the guild. If you want more granular control over and knowledge about users joining your guild, you may want to look into implementing the guilds.join OAuth2 scope in an authorization code grant in conjunction with the Add Guild Members endpoint.

name type description
code string an invite code for a guild
OpenGuildInvite Example
C#
overlayManager.OpenGuildInvite("rjEeUJq", (result) =>
{
  if (result == Discord.Result.Ok)
  {
    Console.WriteLine("Invite was valid.");
  }
});

Opens the overlay widget for voice settings for the currently connected application. These settings are unique to each user within the context of your application. That means that a user can have different favorite voice settings for each of their games!

Screenshot of the Voice Settings modal for an application

Screenshot of the Voice Settings modal for an application

Returns a Discord.Result via callback.

OpenVoiceSettings Example
C#
overlayManager.OpenVoiceSettings((result) =>
{
  if (result == Discord.Result.Ok)
  {
    Console.WriteLine("Overlay is open to the voice settings for your application/")
  }
})

Fires when the overlay is locked or unlocked (a.k.a. opened or closed)

name type description
locked bool is the overlay now locked or unlocked
OnToggle Example
C#
overlayManager.OnToggle += overlayLock =>
{
    Console.WriteLine("Overlay Locked: {0}", overlayLock);
};
Example activiting overlay invite modal
C#
var discord = new Discord.Discord(clientId, Discord.CreateFlags.Default);
var overlayManager = discord.GetOverlayManager();

// Invite users to join your game
overlayManager.OpenActivityInvite(ActivityActionType.Join, (result) =>
{
  Console.WriteLine("Overlay is now open!");
})

And that invite modal looks like this!

Screenshot of an Invitation Modal in an application

This manager helps retrieve basic user information for any user on Discord.

name type description
Id Int64 the user's id
Username string their name
Discriminator string the user's unique discrim
Avatar string the hash of the user's avatar
Bot bool if the user is a bot user
name value description
Partner 2 Discord Partner
HypeSquadEvents 4 HypeSquad Events participant
HypeSquadHouse1 64 House Bravery
HypeSquadHouse2 128 House Brilliance
HypeSquadHouse3 256 House Balance
name value description
None 0 Not a Nitro subscriber
Tier1 1 Nitro Classic subscriber
Tier2 2 Nitro subscriber
Tier3 3 Nitro Basic subscriber

Fetch information about the currently connected user account. If you're interested in getting more detailed information about a user—for example, their email—check out our GetCurrentUser API endpoint. You'll want to call this with an authorization header of Bearer <token>, where <token> is the token retrieved from a standard OAuth2 Authorization Code Grant flow.

Returns a Discord.User.

GetCurrentUser Example
C#
var user = userManager.GetCurrentUser();
Console.WriteLine("Connected to user {0}", user.Id);

Get user information for a given id.

Returns a Discord.Result and ref Discord.User via callback.

name type description
userId Int64 the id of the user to fetch
GetUser Example
C#
userManager.GetUser(userId, (Discord.Result result, ref Discord.User user) =>
{
  if (result == Discord.Result.Ok)
  {
    Console.WriteLine("User {0} is {1}", user.Id, user.Username);
  }
});

Get the PremiumType for the currently connected user.

Returns Discord.PremiumType.

GetCurrentUserPremiumType Example
C#
var userManager = discord.GetUserManager();
var premiumType = userManager.GetCurrentUserPremiumType();
switch (premiumType)
{
  case PremiumType.None:
    Console.WriteLine("User is not a Nitro subscriber");

  case PremiumType.Tier1:
    Console.WriteLine("User has Nitro Classic");

  case PremiumType.Tier2:
    Console.WriteLine("User has Nitro");

  default:
    return;
}

See whether or not the current user has a certain UserFlag on their account.

Returns bool.

name type description
flag UserFlag the flag to check on the user's account
CurrentUserHasFlag Example
C#
var userManager = discord.GetUserManager();
if (userManager.CurrentUserHasFlag(Discord.UserFlag.HypeSquadHouse1))
{
  Console.WriteLine("User is a member of House Bravery!");
}

Fires when the User struct of the currently connected user changes. They may have changed their avatar, username, or something else.

OnCurrentUserUpdate Example
C#
var userManager = discord.GetUserManager();
// GetCurrentUser will error until this fires once.
userManager.OnCurrentUserUpdate += () => {
  var currentUser = userManager.GetCurrentUser();

  Console.WriteLine(currentUser.Username);
  Console.WriteLine(currentUser.Id);
  Console.WriteLine(currentUser.Discriminator);
  Console.WriteLine(currentUser.Avatar);
};
Example using the Users manager to fetch data about a Discord user
C#
var discord = new Discord.Discord(clientId, Discord.CreateFlags.Default);

var userManager = discord.GetUserManager();
userManager.GetUser(450795363658366976, (Discord.Result result, ref Discord.User user) =>
{
  if (result == Discord.Result.Ok)
  {
    Console.WriteLine("user fetched: {0}", user.Username);
  }
  else
  {
    Console.WriteLine("user fetch error: {0}", result);
  }
});
Suggest an edit

Propose a replacement for this page. The site team reviews it before applying any changes.

Export
Documentation menu