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6000.4.7 or later
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Total Stream Integration

by animadvs (opens in new tab)

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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.

Price $39.99

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Last 6 months

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Price history for Total Stream Integration, 6 months Current $39.99; lowest $27.99; highest $39.99 in this period. $0 $25 $50 Jul Aug Sep Oct Nov Version 1.1.0 released 14 Aug 2026 v1.1.0

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Total Stream Integration screenshot 1

Total Stream Integration screenshot 1

About this asset

Drop-in Twitch integration for Unity games. Today: chat, channel-point redeems, subscriptions, raids, bits, follows and Hype Train. Tomorrow: 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.

When the streamer prefers to keep the rewards they already have, Reward Action Mapping closes the loop: you define your game's actions once, and each streamer binds their own channel-point rewards to them at runtime, from inside the game, by clicking "detect next redeem" and redeeming it on their channel. No reward IDs to hardcode — they're per-channel GUIDs you can't know in advance — and each streamer's mapping is saved on their own machine.

ROADMAP (order indicative, not contractual)

• 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.

From the publisher's Asset Store listing.

Technical details

• 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, follows and Hype Train (begin / progress / end, with phase and minimum-level filters).

• Reward Action Mapping — a RewardActionCatalog ScriptableObject where you define your game's actions, a runtime binder that dispatches redeems to the bound action, and "detect next redeem" capture so each streamer maps their own rewards from inside the game. Bindings persist per streamer under persistentDataPath. Requires no scope beyond the channel:read:redemptions already used for redeems.

• 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.

• Four runnable demo scenes — Basic Chat, Channel Point Redeems, Chat Commands and Reward Action Mapping. Drag in your StreamSettings + StreamAuthCanvas, 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).

Works with Twitch. This asset is an independent integration and is not affiliated with, endorsed by, or sponsored by Twitch Interactive, Inc. All product names, logos and brands are property of their respective owners.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.4.7f1 Compatible Compatible Not listed

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.

As listed on the Asset Store.