Drop-in Twitch integration: chat, channel-point redeems, subs, raids, bits, follows. Drag-and-drop bridges turn every Twitch event into a UnityEvent — no networking code required.Code is render-pipeline-agnostic (no custom shaders or rendering APIs); validated on URP with an IL2CPP Windows Standalone build. Expected to work on Built-in and HDRP but not formally tested in v1.0. Sample 02's RedeemCube_Mat is URP/Lit — on other pipelines swap it for a Standard or HDRP/Lit material via the CubeSpawner Inspector. Drop-in Twitch integration for Unity games. Today: chat, channel-point redeems, subscriptions, raids, bits and follows. Tomorrow: hype train, polls, predictions and more — public roadmap below. Drag-and-drop UnityEvent bridges expose every Twitch event as a gameplay hook — no networking code required. The streamer authenticates with their own Twitch account on first launch via the official OAuth Device Code Flow; subsequent launches refresh silently. Tokens are encrypted at rest with AES-256-CBC + HMAC-SHA256. See "Technical details" below for the full feature breakdown. CUSTOMIZABLE FOR ANY GENRE Every Twitch event is delivered to your gameplay through standard UnityEvent slots in the Inspector — meaning you can wire any Twitch trigger to any method on any GameObject without writing networking code. Some examples:• Party / streamer games — viewers vote, redeem, raid the stream and affect on-screen action in real time.• Roguelikes / sandboxes — chat commands shape level generation or trigger in-game events.• VR / arcade — channel-point redeems spawn obstacles, buffs or boss waves for the player.• Esports / sim — sub and raid events trigger celebration sequences and crowd reactions.Bridges include role filters (broadcaster / mod / VIP / sub), per-user and global cooldowns, and chat-input escape so viewers can't smuggle UGUI rich-text into your UI. The Helix API gives you full CRUD over channel-point rewards so the game can provision them at runtime — the streamer doesn't have to set anything up by hand.ROADMAP (order indicative, not contractual)• v1.1 — Hype Train events + HypeTrainListener bridge.• v1.2 — Polls and Predictions events + bridges.• v1.3 — Moderation actions (channel.moderate) + bridge.KNOWN LIMITATIONS• Windows Standalone validated in v1.0 (IL2CPP). macOS and Linux Standalone are untested — expected to work (no platform-specific dependencies) but formal validation is planned for a follow-up release. WebGL and mobile are not supported.• Assumes the player is the broadcaster. Multi-account (viewer-authed game targeting a different streamer's channel) is not supported.• Built-in channel point rewards (Highlight My Message, Unlock a Random Sub Emote, etc.) don't trigger EventSub — Twitch handles those internally. Only custom rewards work with ChannelPointRedeemListener.• Token storage uses AES-CBC + HMAC-SHA256 with a per-machine key. Adequate against casual inspection; not a defence against local privileged access.REQUIREMENTS• Unity 2022.3 LTS or newer.• UniTask 2.5.0+ (installed separately via OpenUPM scoped registry or Git URL instructions in the package's getting-started guide).• A Twitch Developer Console application (free) for the asset's Client ID.• Auth — OAuth Device Code Flow (RFC 8628). Encrypted on-disk tokens (AES-256-CBC + HMAC-SHA256, per-machine key). Automatic background refresh with revocation handling. Editor wizard + runtime Canvas prefab for first-launch consent.• Chat — IRC over WebSocket with full IRCv3 tag parsing. Sliding-window rate-limit handling that auto-elevates for moderators. Auto-reconnect with exponential backoff. Drag-and-drop ChatMessageListener and ChatCommandListener bridges with role filters (broadcaster / mod / VIP / sub), per-user and global cooldowns, and chat-input escape.• EventSub — WebSocket client with keepalive watchdog and server-initiated reconnect handling. Drag-and-drop bridges for channel-point redeems, subscriptions (new / gift / resub with tier filters), raids, cheers and follows.• Helix REST — Facade covering Users, Streams, Channels, Channel-Point Rewards (full CRUD: List/Get/Create/Delete/SetEnabled/SetPaused/SetCost), Chat Announcements, Shoutouts. Shared rate-limit bucket (800 pts/min default) with reactive 429 retry. Structured HelixException carrying StatusCode / ErrorCode / Body.• Event Simulator — Editor window that injects mock events through the same UnityEvent pipeline. Iterate gameplay without going live.• Three runnable demo scenes — Basic Chat, Channel Point Redeems and Chat Commands. Drag in your TwitchSettings + AuthCanvas, click Play.• UniTask-based async — no coroutines, no main-thread blocking. All events raised on the Unity main thread automatically.• No Newtonsoft.Json dependency — uses Unity's JsonUtility + a hand-rolled escaper. Avoids the classic TwitchLib.Unity Newtonsoft conflict.• Full source code — no DLLs, no obfuscation. Includes 6 months of bug-fix support per purchase.• Production-tested — validated end-to-end against real Twitch infrastructure in a Windows Standalone IL2CPP build (Managed Stripping = High; no link.xml required).Anthropic's Claude (via Claude Code) was used as a pair-programming assistant throughout development: architecture discussions, initial code drafts, documentation writing, sample scene wiring guidance and bug diagnosis. All code was reviewed, edited and committed manually by the developer; all Twitch integration tested manually against a real Twitch account on a Windows IL2CPP build. The package contains no runtime AI/ML features — no model inference, no AI API calls, no generative content. Twitch integration is purely networking + UnityEvent bridges.


