---
author: probableprime
ms.service: azure-communication-services
ms.topic: include
ms.date: 05/10/2025
ms.author: DaybreakQuip
ms.custom: sfi-ropc-nochange
---
This article describes how to start a call using the Azure Communication Services Calling SDK for Unity.
You can download the sample app from GitHub at [Calling SDK for .NET](https://github.com/Azure-Samples/communication-services-dotnet-quickstarts/tree/main/Calling).
[!INCLUDE [public-preview-include-document.md](../../../../includes/public-preview-include-document.md)]
### Prerequisites
- An Azure account with an active subscription. [Create an account for free](https://azure.microsoft.com/pricing/purchase-options/azure-account?cid=msft_learn).
- Install [Unity Hub and Unity Editor](https://unity.com/download) with Universal Windows Platform development workload.
- A deployed Communication Services resource. [Create a Communication Services resource](../../../create-communication-resource.md). You need to **record your connection string** for this quickstart.
- A [User Access Token](../../../identity/access-tokens.md) for your Azure Communication Service. You can also use the Azure CLI and run the command with your connection string to create a user and an access token.
```azurecli-interactive
az communication identity token issue --scope voip --connection-string "yourConnectionString"
```
For details, see [Use Azure CLI to Create and Manage Access Tokens](../../../identity/access-tokens.md?pivots=platform-azcli).
### Setting up
#### Creating the project
In Unity Hub, create a new project with the **2D Core** template to set up the unity project.
:::image type="content" source="../../media/unity/create-a-new-project.png" alt-text="Screenshot showing the New Unity Project window within Unity Editor.":::
#### Install the package
There are two ways to install the Azure Communication Calling SDK for Unity.
1. Download the [SDK](https://dev.azure.com/aipmr/MixedReality-Unity-Packages/_artifacts/feed/Unity-packages/Npm/com.azure.communication.calling/overview/1.0.0-beta.1) from the public npm feed and import it in Unity Editor's package manager, found under the Windows tab.
2. Download the [Mixed Reality Feature Tool](/windows/mixed-reality/develop/unity/welcome-to-mr-feature-tool) from Microsoft and install it via the mixed reality tool manager.
#### Set up the app framework
We need to configure a basic layout to attach our logic. In order to place an outbound call, we need a `TextBox` to provide the User ID of the callee. We also need a `Start/Join call` button and a `Hang up` button.
Create a new scene called `Main` in your project.
Open the `Main.unity` file and replace the content with following implementation:
<details>
<summary>Main.Unity Code</summary>
### Main.unity
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</details></br>
Create a script called AppManager.cs and link it to the AppManager object in Unity Editor. Replace the content with the following implementation:
```C#
using Azure.Communication.Calling.UnityClient;
using System.Runtime.InteropServices.ComTypes;
using System;
using UnityEngine;
using System.Linq;
using UnityEngine.UI;
using UnityEngine.Video;
using TMPro;
/// <summary>
/// A singleton which hosts an Azure Communication calling client. This calling client
/// is then shared across the application.
/// </summary>
public class AppManager : MonoBehaviour
{
private CallClient callClient;
private CallAgent callAgent;
private DeviceManager deviceManager;
private CommunicationCall call;
private LocalOutgoingAudioStream micStream;
public string CalleeIdentity { get; set; }
public TMP_Text callStatus;
public static AppManager Instance;
private void Awake()
{
// start of new code
if (Instance != null)
{
Destroy(gameObject);
return;
}
// end of new code
callClient = new CallClient();
Instance = this;
DontDestroyOnLoad(gameObject);
InitCallAgentAndDeviceManagerAsync();
}
public async void CallButton_Click()
{
// Start a call
}
public async void HangupButton_Click()
{
// Hang up a call
}
private async void OnIncomingCallAsync(object sender, IncomingCallReceivedEventArgs args)
{
// Handle incoming call event
}
private void OnStateChangedAsync(object sender, Azure.Communication.Calling.UnityClient.PropertyChangedEventArgs args)
{
// Handle connected and disconnected state change of a call
}
//Used For Updating the UI
private void Update()
{
if (call != null)
{
switch (call.State)
{
case CallState.Connected:
if (callStatus.text != "Connected")
callStatus.text = "Connected";
break;
case CallState.Disconnected:
if (callStatus.text != "Disconnected")
callStatus.text = "Disconnected";
break;
}
}
}
}
```
In the GameObject called AppManager, drag the newly created script into its script component. Also, drag the Status text object into the Call Status text field to enable UI updates of the Call state.
### Object model
The next table listed the classes and interfaces handle some of the major features of the Azure Communication Services Calling SDK:
| Name | Description |
| --- | --- |
| `CallClient` | The `CallClient` is the main entry point to the Calling SDK.|
| `CallAgent` | Use the `CallAgent` to start and manage calls. |
| `Call` | Use the `CommunicationCall` to manage an ongoing call. |
| `CallTokenCredential` | Use the `CallTokenCredential` as the token credential to instantiate the `CallAgent`.|
| `CallIdentifier` | Use `CallIdentifier` to represent the identity of the user, which can be one of the following options: `UserCallIdentifier`, `PhoneNumberCallIdentifier`, and so on. |
### Authenticate the client
Initialize a `CallAgent` instance with a User Access Token that enables us to make and receive calls, and optionally obtain a DeviceManager instance to query for client device configurations.
In the code, replace `<AUTHENTICATION_TOKEN>` with a User Access Token. If you don't already have a token available, see [user access token](../../../identity/access-tokens.md).
Add `InitCallAgentAndDeviceManagerAsync` function, which bootstraps the SDK. This helper can be customized to meet the requirements of your application.
```C#
private async void InitCallAgentAndDeviceManagerAsync()
{
deviceManager = await callClient.GetDeviceManager();
var tokenCredential = new CallTokenCredential(<AUTHENTICATION_TOKEN>);
var callAgentOptions = new CallAgentOptions()
{
DisplayName = $"{Environment.MachineName}/{Environment.UserName}",
};
callAgent = await callClient.CreateCallAgent(tokenCredential, callAgentOptions);
callAgent.IncomingCallReceived += OnIncomingCallAsync;
}
```
### Start the call
Once a `StartCallOptions` object is obtained, `CallAgent` can be used to initiate the Azure Communication Services call:
```C#
public async void CallButton_Click()
{
var startCallOptions = new StartCallOptions();
startCallOptions = new StartCallOptions();
var callee = new UserCallIdentifier(CalleeIdentity);
call = await callAgent.StartCallAsync(new CallIdentifier[] { callee }, startCallOptions);
// Set up handler for call StateChanged event
call.StateChanged += OnStateChangedAsync;
}
```
### End a call
End the current call when the `Hang up` button is clicked. Add the implementation to the HangupButton_Click to end a call, and stop the preview and video streams.
```C#
public async void HangupButton_Click()
{
if (call != null)
{
try
{
await call.HangUpAsync(new HangUpOptions() { ForEveryone = false });
}
catch (Exception ex)
{
}
}
}
```
### Accept an incoming call
`IncomingCallReceived` event sink is set up in the SDK bootstrap helper `InitCallAgentAndDeviceManagerAsync`.
```C#
callAgent.IncomingCallReceived += OnIncomingCallAsync;
```
Application has an opportunity to configure how the incoming call should be accepted, such as video and audio stream kinds.
```C#
private async void OnIncomingCallAsync(object sender, IncomingCallReceivedEventArgs args)
{
var incomingCall = args.IncomingCall;
var acceptCallOptions = new AcceptCallOptions()
{
IncomingVideoOptions = new IncomingVideoOptions()
{
StreamKind = VideoStreamKind.RemoteIncoming
}
};
call = await incomingCall.AcceptAsync(acceptCallOptions);
// Set up handler for incoming call StateChanged event
call.StateChanged += OnStateChangedAsync;
}
```
### Monitor and response to call state change event
`StateChanged` event on `Call` object is fired when an in progress call transactions from one state to another. Application is offered the opportunities to reflect the state changes on UI or insert business logics.
```C#
private async void OnStateChangedAsync(object sender, PropertyChangedEventArgs args)
{
var call = sender as CommunicationCall;
if (call != null)
{
var state = call.State;
switch (state)
{
case CallState.Connected:
{
await call.StartAudioAsync(micStream);
break;
}
case CallState.Disconnected:
{
call.StateChanged -= OnStateChangedAsync;
call.Dispose();
break;
}
default: break;
}
}
}
```
### Run the code
You can build and run the code on Unity Editor or devices that uses Unity.
You can make an outbound call by providing a user ID in the text field and clicking the `Start Call/Join` button. Calling `8:echo123` connects you with an echo bot, this feature gets you started and verifies that your audio devices are working.
:::image type="content" source="../../media/unity/run-the-app.png" alt-text="Screenshot showing running the Unity quickstart app.":::