#social-sdk-dev-chat
1417 messages · Page 2 of 2 (latest)
i thought maybe that it means that i don't have rights to send an message in the channel which would be weird since i am admin
that would be a 403 unless the sdk works completely different from the rest of the api
hmm ok
Ok i think i fixed it i used client.GetDefaultScopes and not GetDefaultCommunicationScopes
ok i have another question đ is there an way to "control" provisional accounts like automatically adding them to an discord server upon creation?
provisional accounts can't join a discord server - they only exist in the context of the social sdk
they can show up in a linked lobby, but that's about it.
I think this is what I need. I'd like them to be able to send messages to a linked channel, or can I just give them permission without them being in the server?
Found a glitch
lobby messages that are linked go back and forth to the channel that is linked, regardless of what account type people have
not sure if this is the right place, but is the discord social SDK used for simply having my game registered as a "game" on discord with a game page / visual assets? that's all i'm interested in doing (not rich presence or anything) but haven't been able to find any concrete info about how games get registered for that
No I don't think that a thing the social SDK handles. The social SDK is for rich presence and friends list integration and other things like that
thatâs sort of what i thought. i havenât been able to find any information on discordâs FAQs though about how to just get a game verified
I think through contacting Discord per Email or maybe by sending in your project after implementing the social sdk đ€
@icy compass Do you guys accept PRs to libdave on GitHub?
does SDK have any safety issues? am working on the extension for vs code and the sdk pull out all channels from this servers. so i seen channels which should not be visible to unauthorized members. lucky the sdk wont let me see the messages content of each channels
The API returns all channel objects regardless of user permissions
You know - that's a good question. We aren't clear on the github repo. I assume we might, but I'll go check.
I just checked, we don't take PRs right now. But would happily take issues for bugs, suggestions, etc.
We'll be updating the contributing guide shortly.
I sent a PR for it, should I close it? It just cleans up some code is all.
No harm in leaving it open - they may just take the suggestions
Hi! Quick question about our Discord Social SDK extension:
We relay stateless lobby messages through a third-party API = vercel (no storage, immediate pass-through only).
DMs go directly via SDK, never through our API.
Is the stateless lobby message relay TOS-compliant ?
Also - safe to use Discord_Client_StartCall() for lobby voice?
Thanks!
is there a nodejs/npm implementation for this?
I would assume itâs ToS compliant. Donât see why what youâre doing wouldnât be as itâs pretty common.
Good morning/afternoon/evening, I have a question about the Social SDK.
Is there a version or wrapper for the SDK in Javascript?
The Social SDK is for compiled languages and as far as I know it's only available in C++. if you want to write games for Discord using JavaScript there's Discord Activities
I'm looking into Discord Activities and it might be better for what I'm trying to do. Thank you.
Will the Social SDK ever support x86? Unfortunately a lot of developers, such as myself, are stuck on x86 and do not have the option to shy away from it what-so-ever.
i have a question about the social sdk (Public Client)
what does the option change because i already have oAuth for my website does this setting change anything in my existing auth or only for the sdk
it just enables the public auth as well, shouldn't impact that at all
You mean 32 bit x86?
did someone allready used the social sdk with rust?
if yes did you use any compiler like llvm or cxx.rs
so how can i set rich pressence without having the user auth with my app? because how do other games automatically set this up for me?
if no auth is done it falls back to rpc, aka it connects to the locally running client
and can i count on this working magically on linux? đ
it should, if it's a proper linux install with the proper client
its the flathub pkg, so im assuming
i think flatpak blocks the normal ipc connections, it does some other thing that you need a bridge for
but it works if the user auths?
if you use the social sdk and the user auths, the sdk connects directly to discords api and sets your presence. if the user doesn't auth, it uses rpc which connects to the locally running discord client
Hey guys, does anyone know if there's any moderation on the chat lobbies? I was looking at using Automod but it appears like it may only be for channels not for lobbies, can anyone confirm? We're using lobbies in our game and we'd like to moderate them if they are not linked so there's no profanity
We have a whole guide on moderation: https://discord.com/developers/docs/discord-social-sdk/how-to/integrate-moderation
Build games, experiences, and integrations for millions of users on Discord.
awesome thanks Mark!
If you check out changelog, we have more to come in this space.
Hi folks, i'm using the Discord client social SDK for my unity app. I'm supporting both provisional account and full discord merged accounts , letting them add each other as friends using the _client.SendDiscordFriendRequest() function. I attach our discord bot token for this action.
Overall this has been working fine for friend requests for provisional <-> provisional , full <-> provisional , and full <-> full.
But I do sometimes run into this error response from the sdk
"{Type=HTTPError, Error=Incoming friend requests disabled, ErrorCode=80000, Status=BadRequest, ResponseBody={"message": "Incoming friend requests disabled", "code": 80000}"
The code 80000 maps in the docs to "Incoming friend requests disabled" but this isnt accurate because the users im adding cant disable friend requests. Is there anything that can trigger this response?
I'm also curious if i should be using the Discord_Client_SendGameFriendRequest function since i'm working with provisional accounts.
cc @icy compass if you're able to assist with this, would be greatly appreciated đ
Please don't ping staff on a sunday evening
@static oak
"sometimes" does not make a debuggable problem đ
Can you provide reproduction steps? What version of the sdk, what the code looks like, etc?
Is there a way to download the sdk directly without the google auth thing? I cannot add 900mbs of sdk to a github repo, downloading it with cmake would be better
you arent supposed to have the sdk in the repo afaik
Then how am I supposed to declare it as a dependency?
is the social sdk thread safe?
What do you mean?
like if is accessed by multiple threads at the same time no race condition
Oh "thread safe" sorry I misread... Sorry I'm not 100% sure. My assumption is yes but I don't know with confidence
i dont either but i think i've seen things in stack traces involving something of it
Since most of the way you interface with the Social SDK is callbacks from the client you could kick off threads to react to those callbacks when you get them. I'm not fully sure accessing the client from multiple threads is safe though so you could also put a lock around it. What's your multithreaded use case?
an odd personal project of mine haha
i've been tinkering for roughly about a year now on just porting the 'cdiscord' file to swift so i can make random apps with it and other functionalities of my macbook
how can i use the social sdk for just rich presence
i'm trying to not login/auth at all on purpose rn
Build games, experiences, and integrations for millions of users on Discord.
thx
okay i'm actually doing it correctly but its just not coming to my profile
unless i cant see it
ah wait it might be bc i was using the activity assets my b
Are there language bindings other than C++ and Unity?
that's c++
The bindings themselves are C bindings with a C++ header file to âC++ ifyâ the code. So you might be able to create bindings for other languages that have some sort of C compatibility layer
yeah the SDK is still C based, I bet it's an extension of the legacy game SDK lol.
There's a C header in social sdk you can use from your language. I did that with Swift, cause I didn't want to learn how to use the C++ Swift interop (there was even a prepared library included for iOS i think, but i havent looked at it yet)
no the GameSDK was written in Rust, the Social SDK is C++ for console reasons
oh really? good to know. since it had a plain C header i assumed it was written in C
Hello Guys Using Custom RPC In Mobile Is Legal?
Iâve been working on a layer between swift and the c header
Way nicer to work with and I made a kind of copy on write between the smaller objects
No
Okay
<@&1050493473033289778>
I don't think so
nice. open source? would love to contirbute since i did some stuff too, although i suck at c so mine were pretty bad
I want it to be but I have it in a private git repo rn
It doesnât feel polished enough to me to publish
Also how to distribute it since you need the lib to link against and you canât redistribute it either
Is there a reason why rich presence activity time is updated every x seconds instead of being a fluid timer?
ah ok i found what it is. There were some users who did have their friend requests turned off in their discord settings but were not aware.
A follow-up to my second question: Can I use the discord sdk to only support game-friend relationships? or am i required to support both types? Theres a line in the docs "If the user is not yet a friend, show both options of adding as either a Game or Discord Friend" , so I wanted to check if thats a hard requirement to support both.
https://discord.com/developers/docs/discord-social-sdk/core-concepts/communication-features#applying-for-increased-rate-limits-for-production-releases is what you are looking for
Build games, experiences, and integrations for millions of users on Discord.
Got it, so game-friends is optional but full-discord-account linking is a hard req.
Is there an official SDK for rich presence on Swift? Or is anyone working on an open source version
Oh
nvm I literally see it 2 chats above lol
alr i build this in claude code it works pretty good, if anyone is looking for a swift social SDK https://github.com/beb050123/DiscordPresenceKit
dunno how to make it dynamic though so if someone want to play around with it then feel free
have you looked in the zip you downloaded? there's a lib for swift , although ios oriented iirc
i think it's a module or whatever swift wants you to usually make when doing c++ interop
no i didnt check
How do I put my id in for the verification cause I went to the service page and couldn't find it
There is a verification tab on the dev portal, then you can click on either the text that says "bot owner must complete identity verification" or there might be a separate button, I cant remember.
Ok bet thx
hm
do you need help with something?
Hum not rn, ty
Hello everyone, I just wanted to ask if there is a way to download the most recent SDK zip (a link to always download it)
My intention is to put in a CI/CD so I can update my project whenever a new version is out
(I want to avoid making a crawler)
just inspect elemtn the link to download and it should show s3 distrubituin link
then call it in your github actions to pull
@shell wadi
doesn't that link change each release?
oh sorry, you are right I think that it changes
it would require me to login to get the newest version if true
are there any open source android projects that use discordâs standalone c++ social sdk for rich presence?
Why is the mobile discord community setting so buggy
Do you have to have a company and/or game in order to apply to use the social sdk? I've been making a hobby project, a geometry dash mod that deafens the user when they get to a certain point in the level, and I would like to switch from just simulating the user's keybind to something more formal and consistent. I tried RPC, and that works well, but by the looks of it I can't publish it without every user having to make their own application because of authentication. I would like to apply to use the social sdk, as it looks like it could fit my use case, but there are required fields for "Company Name" and such. Am I able to apply just as a hobbyist without a company?
Guys How To Fıx Developer portal Its crashed for me
Then log in?
because the app isn't available on the Play Store
Ohhhh interesting
I Already DID. It's not working. The same screen appears again.
Read AutoMod's message, it explains why
Instead of saying hi/what's up, try ask questions about Discord API and Social SDK
Pls add custom RPC for mobile đ„Č
I mean, Rich Presences are available on Android and iOS libraries of Social SDK, discordpp::Client::UpdateRichPresence
Hi. Does anybody know how to interface with per user voice settings for the client? I've hunted around the docs and can only see an ability to touch that via RPC, which to my knowledge is now depricated. My application for this is a physical user voice mixer, i.e. a mixing desk like device. I would prefer using an official API, but otherwise I am considering having a look into the IPC routes/adding a script to the electron app itself. I assume this would be the correct channel to ask in?
Discord's RPC scope is currently in Private Beta and is not accepting new projects/developers... hypothetically, you could have users create their own Application to enable the scope but to my knowledge, that is the only way to interact with voice settings autonomously
Does that mean that it works so long as I create an application for myself, it just isn't easy to share it with others?
I assumed private beta meant it wouldn't work in any way
If you have a restricted scope enabled, people other than you (and likely other members of a Developer Team in the dev portal) cannot authorize your application
-# I am not 100% certain on this so worth double checking
That will work completely fine, as it is a personal project. Thank you! I will have a play around with it then
Does anyone know how to set RPC (as in Remote Procedure Call) origin? I get a forbidden error at the moment citing an invalid origin received 4001 (private use) Invalid Origin; then sent 4001 (private use) Invalid Origin. I've looked online and it seems is was in the past set when an application was made, but that is no longer asked at app creation, and I cannot see RPC Client in the developer app settings
hey friends! curious if it is possible to only have a small amount of these. i'd use openid sdk.social_layer but my game doesn't need access to voice chat or direct messaging, just the lobbies and linked channels. i can't seem to find a scope that would limit to additionally adding just those two
Hey I do not think there is a smaller scope for just lobbies and linked channels. If you need those you have to use openid sdk.social_layer which also includes voice and DMs. You do not have to actually use voice or messaging in your game though. There just is no more granular option right now.
is there an endpoint to check for registered games w/ discord sdk ?
websocket rpc is not publicly supported, we only support connecting over ipc which is what most libraries use
What does DISCORD_API void Discord_SetFreeThreaded() do? It's undocumented and not in the C++ header
context: I am writing a rust binding and want to know if Client or its callback futures can potentially be Send
Hello, i have a question, why doesn't the SDK show who invited whom?
most SDKs donât automatically expose âwho invited whomâ because referral/invite relationships are considered application-level data, not core SDK data.
@dense lynx
Okay, I understand, thank you đ
: )
Hello, could you advise if it is possible to implement Discord Social SDK (chat) into a Minecraft plugin or mod?
If you can do the C++ interop you are good to go, but you should be aware of development rate limits: https://docs.discord.com/developers/discord-social-sdk/core-concepts/communication-features#rate-limits
Hello.
I want to use the voice chat feature of the Unity SDK with anonymous OAuth.
Because I don't want my users to have a discord account.
I just want to make them able to speak in a multiplayer room.
I think it's called provisional accounts
- Does Discord Social SDK let's Unity dev to have positionnal voice chat ? I mean, can I put the voice on any AudioSource I want ? even a 3D one ? For each user talking in the same lobby ?
But also see linked above documentation on developer rate limits on communications tools
thank you. do you have the same for C# within unity ?
All the SDK methods match up
gonna see if i can get past the burnout of doing this again
Can a client be in more than one voice lobby at once? I would like to have two lobbies in my game:
- A "team" lobby for each side
- A "global" lobby where everyone can talk
Unfortunately that is not possible. As soon as you jump into the team channel, you're kicked out of the global voice. You can only be in one slot at a time.
Still praying for a 32bit distributable
Windows doesn't even support 32 bit devices anymore, and Discord is 64 bit only, so we have no plans to support the sdk on 32 bit
Hey Discord team, I'm implementing the Discord social SDK for our product, and I'm looking for some clarification on the relationship between Linked Channels and Lobbies. The documentation for linked channels says you recommend using channel linking only for persistent lobbies, but the docs for lobbies say that they're intended to be ephemeral. We have a use case where linked channels could be great (we want a server manager to be able to connect their in-game server's chat to their discord channel), but the docs seem to imply that they'll have to make a new lobby and reconnect their channel every time they come back from a break. Is increasing the lobby lifetime to 7 days our best option here?
I'm not Discord staff, but IIUC it's not possible to use the Discord Social SDK alone to link a lobby to a channel. See https://discord.com/developers/docs/social-sdk/classdiscordpp_1_1LobbyHandle.html#autotoc_md10
Lobbies can be linked to a channel on Discord, which allows messages sent in one place to show up in the other. Any lobby can be linked to a channel, but only lobby members with the LobbyMemberFlags::CanLinkLobby flag are allowed to a link a lobby. This flag must be set using the server APIs, which allows you to ensure that only clan/guild/group leaders can link lobbies to Discord channels.
Oh yeah it's no problem to implement that server-side, I just wanted to understand how to best approach this for our use case of long-running servers
considering your use case, the game-server itself would count as a client and your lobbies would never expire assuming the server doesn't go offline for more than the expiration time, you can just check that the lobby is still valid on startup and if not spin up a new one
do note that lobbies created through the server api are not joinable by clients using the social sdk
Clients will not be able to join or leave a lobby created using this API via the SDK functions (such as discordpp::Client::CreateOrJoinLobby). Returns the created Lobby object.
https://discord.com/developers/docs/social-sdk/server_apis.html#autotoc_md92
additional constraint:
CreateOrJoinLobby
This function shouldn't be used for long lived lobbies. The "secret" value expires after ~30 days, at which point the existing lobby cannot be joined and a new one would be created instead.
https://discord.com/developers/docs/social-sdk/classdiscordpp_1_1Client.html#a8b4e195555ecaa89ccdfc0acd28d3512
ahh I see, we don't run dedicated servers though, we only run them when the user is actually using them
your flow would likely look like
- gameserver starts up
- gameserver authenticates with your centralized server
- gameserver sends create lobby request to centralized server
- centralized server calls the discord server API to create lobby (and set permissions for server lobby member)
- gameserver can then ask your centralized server to link the lobby to a channel
- when users join your gameserver, you'll call the centralized server and ask it to add members to your lobby for you
this handshake would have to happen every time you restarted the server
the docs actually suggest using GetOrJoinLobby for this is completely impossble, lol
Lobbies created on the client side with secrets are also not eligible for channel linking.
https://docs.discord.com/developers/discord-social-sdk/development-guides/linked-channels#lobby-requirements
That makes sense, I guess I'll just need to persist the channel the lobby needs to link to in my database so the user doesn't have to pick at startup every time
probably easier to just write it to your server.properties or w/e instead of handling persistence on your servers
<@&1050493473033289778>
Bro, why doesnât it fetch the Supabase data when I add this to the Discord Activity URL Mappings section? https://discoweb-activity.vercel.app/
Discord sunucunuz için bakiye yönetimi ve rol satın alma Activity uygulaması.
well your app is giving 404s all the time, that probably has something to do with it

Every time I see an announcement ping I pray it's 32bit support
late to this party but hopefully you didnt get too far. Lobbies don't expire when they are linked to channels.
-# highly recommend using #1350223314307776592 in the future since its easier to find actual questions there than in chat
Thanks for following up on this Colin, very useful to know đ
Is there a way to link a channel in my unity app and have messages appear in the discord channel itself that are sent from in game? I managed to get a working channel between users, but it didn't populate the discord channel. This is specifically for unity sdk
@knotty birch ^ when you get a chance
Abee ye wale me
A
hey, just hopped on the dev docs unity quickstart, however, I am stumped on how it just fully assumes you'll go with a public client right after telling you thats a bad idea, and has no instructions on how to eventually not do that, and even when you click through, it does not tell you which methods are limited by not doing that.
So, I just wanted to suggest/request clarifications on which "Some Social SDK methods" a confidential client restricts you from, and if/how it changes the quickstart.
it uses public client cause its the easiest way of showing what the sdk can do and to help you get started faster. you can always change it after
because confidential clients require all token exchanges to happen on the backend, this is a lot more work
I understand, but is there an actual bit of documentation on how to implement it as confidential?
isn't it just oauth?
"just oauth" doesn't tell me much, I've not done much web stuff before, reading through the docs it explains what a conf v public client is, but not the specific bits of the api it affects nor how to make it not public
ah oauth is an industry standard auth protocol really
discord tends to not explain those
not very beginner friendly i agree, but they kinda assume if you're building anything you know these things already
I've got almost 10 years in gamedev now, but I've never done anything that required an account, so
anywhere else on the internet explain how to convert from public to confidential? also I wouldn't say this is just "not beginner friendly", it's unreal-tier missing documentation. I'll simply try going through the quickstart w/o setting it to public until it explodes I guess
doesn't seem like they wrote anything about that
i would assume the individual method docs mention it if they need anything specific?
okay, thankfully, after doing a lot of digging, I managed to find the rich presence without auth flow, which I assume I will be able to do without setting it to public, assuming I can get that far down the main tutorial. The docs are rather circular, but if you dig through it, they specifically do have a section on how to set it up for a confidential client, which definitely just needs linked on the many mentions of client types that send you in circles
the one without auth iirc is only for connecting to a local client
that's more than fine enough with me, it's a way smoother user flow than asking for a login
if and when the console port comes I can look into all that
may be enough for what you need if the game and discord run on the same pc, but you need the auth to set it without the local discord client running on pc
I don't know why I'd want rich presence or game invites without being online on discord
it's not about being online
it's about the user having the discord desktop client installed and running on the same machine
yes, I understand, but the main use case of discord for games is that someone has a discord account, and a game running on their computer. Highly likely that both are running at once, or the player's purposefully shut discord off
I don't really need to make the UX worse so you can report the map you're playing on while having discord shut off on the Gaming PC
social sdk is for more then just destkop. on mobile or consoles there can't be a local discord client to connect to
I know, that sounds like a mobile/console dev problem
I appreciate your clarification
well, given all that digging, I'll leave the following suggestions here for the API team:
- clearly link this (that's part of the mobile section, but I imagine it'll apply to games as well) here
- considering the existing userbase of discord, I'd put rich presence without account linking at the very top of your features list, and start the game engine quick start guides with that, given it's by far the best result/effort ratio for devs to get going
we'll take a peek, thanks for the feedback
This should work for what you're trying to do. It's meant to be 1 lobby <> 1 guild channel. https://docs.discord.com/developers/discord-social-sdk/development-guides/linked-channels
linked channels will look like this in your discord server
do we know when this will be out of beta and available for everyone?
its not in beta, you can prototype with it in its current state and but it is considered a Communication Feature and requires reaching out to us for full production-use. https://docs.discord.com/developers/discord-social-sdk/core-concepts/communication-features
You? See id:customize
Im blind asfđ
Does Social SDK have x86 libs/dlls for windows?
Even if it is older, that would be fine for now.
I mainly just want to add rich presence. Updating to 64bit likely won't be possible anytime soon.
đ
I'm not talking about 32bit cpus. Microsoft themselves even acknowledge there are benefits and use cases for 32 bit apps over 64 bit ones which is why 32 bit is still supported unlike 16 bit.
Wasn't there an older discord library for doing rich presence that supported 32 bit?
How does this SDK work guys
What is the minimum OS version that the SDK supports on macOS/iOS
https://docs.discord.com/developers/discord-social-sdk/core-concepts/platform-compatibility has an overview of all the versions!
thx
discord supports macos leopard??
that's 10.5 and that looks to be the minimum supported version so yeah
just surprised
oh I read that as a question xD
is the callback provided to authorize a one time use or is it stored and used continuously
What
Is the discordpp::Client::AuthorizationCallback callback stored after being used or is it just used once and then thrown away
Anyone know if theres a way to have rich presence for a game without having the user to grant access similar to the legacy SDK or has it completely been changed?
How does discord handle a message if itâs sent from a game (linked chat)?
-# The user didnât connect their account with SDK + Discord client is not running
Like, what is the avatar gonna be
Thank you!
@icy compass sorry for ping but does Discord have document for how to transform text like text or text
Next time just ask. No need to ping anyone:
https://support.discord.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline
Thanks!
grr
Erm
guys, anyone using Discord SDK in python? somehow using pypresence? i don't KNOW how that work tbh
pypresence is a 3rd party tool (as most discord wrappers are)... you should ask them in their support server found on their github
thank you buddy.. as of the Discord SDK, i really wish they will make a stable version for Python, that looks better than 3rd party tools and wrappers
even NodeJS have an SDK
Is it possible to run sdk in server side, like
Wait lemme make it a thread if someone asks about this
Flash Game Lobby Chat
why make a therad not a #1350223314307776592 post?
the latter is more likely to be noticed
A
I didnât know that channel existed
I followed the tutorial on the website but I keep getting Error: UnexpectedClose (4004) after client connect and then immediately disconnects
Does anyone know where the documentation for socialsdkk profile widgets is located?
I already asked first through #dev-chat and they told me to ask here and request help through #1350223314307776592
does anyone know where the u can use a sdk using pypresence?
Pypresence and the social SDK are 2 completely unrelated things. The social SDK is only C++, unity, or unreal engine binaries that are for integration with games. Not just a rich Presence and IPC wrapper
Ohh thanks for the help.
I ned help
we cant help if you dont ask...
is your question related to coding or specifically the social sdk?
I need to develop a bot
if your question is related to making a bot, you should either ask in #dev-chat or make a #1478857869960019968 post... this channel is for the social SDK, not bot development
https://x.com/lloydtao/status/1837823590290305400/photo/1
I am getting thus error when I try to run the app
Everyone else is able to run it it's just me
Ok
Uh hi
How do we add custom emojis to buttons or send a button request as that "Connect account"?
How to spoil time like || time user set || in profile
that doesnt seem to be related to the social sdk so it doesn't belong here, but you can see formatting docs at https://docs.discord.com/developers/reference#message-formatting
Thanks
Hello, how are you?
does the RPC still does invite party? for some reason, it's not showing
or is it only available on social sdk instead of legacy?
Heyy just question, i do have Playing and it will not show up in discord RPC whats the new Activity type for it? Language is C#
Doesn't seems to be Social SDK, this channel is about Social SDK after all
Make sure you have party object and unique secret join string for game invites: https://docs.discord.com/developers/discord-social-sdk/development-guides/managing-game-invites
that one was using the legacy game sdk
i switched over to social sdk since i found in the docs that joins are only available for social sdk
Oh I see
but i am experiencing a problem now
the auth doesnt pop up at all
when i was following the setup guide for c++ standalone
it was able to detect discord but it wasnt able to send the auth
?
not sure if that contributed to what im asking about
Does Steam games with Profile Features Limited (776) category flag are explicitly excluded from Discord's games list despite the game is released and everyone can try and play our game/mod, resulting in unable to game identity claim in Developer Portal
If so, can I contact Discord support for assistance for game identity claim for specific case?
Hey - thanks for your question! This made me update our docs: https://docs.discord.com/developers/platform/claim-your-game - to add this sentence (and a few more details), which should help:
Discord must have an official record of your game. Discord automatically recognizes games that have established a sufficient playerbase and play time among Discord users over an extended period.
So while the game is new, and the player base may be relatively low, it's not got an automatic record from Discord, so there is no path to game claiming at this time.
i have a question, what can cause for the authorization modal to not pop up despite the fact the guide was followed?
it was able to detect my discord, but no authorization modal was shown
What do your logs say?
the only error it shows is something about the token, which is supposed to be given after authorization and not before?
you using the debug version of the libary?
it looks like you never auth
Have you gone through https://docs.discord.com/developers/discord-social-sdk/how-to/debug-log ?
both debug and release are in the lib folder, if thats what you mean
which guide are you using? what sdk version? what code are you even running? đ
what engine are you on
are you doing just straight C++?
the c++ standalone guide
yep
and latest sdk
the code im running is straight from the guide itself
I expect you never call client->Authorize and there is a bug in your code.
or your application id could be wrong
i did call it
ill send the whole code hold on
no thanks - not downloading a random zip off the internet đ
or chuck it in a gist
if you put a bunch of cout statements throughout - where do you see it stopping?
is the authorize callback fired?
I'd also look at the debugging doc mentioned above - you may want to switch to using the debug libraries in your CMake file - they will give you debug and verbose level logging, so you can see everything that is happening
authorize callback doesnt get fired, only Initializing Discord SDK...
alright
Almost like
while (running) {
discordpp::RunCallbacks();
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
never runs
or as a silly question - how are you running the C++ code?
by building it using cmake and then running the binary file
you sure you are rebuilding the c++ code and not running an older version?
to be fair, i havent thought of that cause i assumed it would just overwrite the existing files as default
Try editing the original cout line with something new, and see if it changes 
alright
yea it updates the file
updated the cout and it gave me the updated line in the terminal when ran
btw for the logging bit, im assuming it should be changed to verbose?
since it was already logging with info
Just ran it... and it worked for me.
thats weird
What Discord client are you running?
vesktop (i understand it's a modified one)
Yeah - there's your issue most likely
I can't help you with a custom client. no idea what they are doing.
ill try out the original client and see how it goes
I did find a bug from the old version of the docs on the CMakeLists.txt
so that's good - thanks for that đ
no worries
im assuming it's about the add_custom_command bit, right?
that's the one
yea i was gonna mention that one, but completely forgot lol
there was a bug with our old docs platform that I forgot about
also, it might be the client itself causing the issue yea
https://github.com/discord/discord-api-docs/pull/8342 fix is incoming for the c++ cmake issue
quick question, can the sdk open authorization via browser or no?
yeah if the client doesn't work, it'll go to the browser
close the client and give it a shot
ill try that
didnt open a tab or anything
nvm it did lol
100% the client then yea
Thank you for the help
Yay - glad we got it working! đ
Very sorry to bother you again. I have a question about it. Can this theoretically work for android browsers?
Like if you have the linux binary file and you run it through termux for example
Alrighty, thank you for the answer! 
The game is not new tho, been released almost 5 years ago, I think we just need more players number so eventually will be automatically added
Probably with huge major game update and out of Early Access it would help in increasing the player base
do i need to include any liscence if im using the social sdk?
When will the documentation for creating the widgets be available?
they just said in the stage that theyre actively writing the docs for that
I know, maybe they were already finishing the documentation. I know that when they released the Widget Profile experiment there was a vulnerability that allowed you to create your own widget from the SDK.
Here you can see how I have one
has anyone gotten UserApplicationProfile to work 0.o ? I keep getting 401 errors

hi, is it normal when i develop in unity that everytime i press play i need to reauthenticate with discord?
I'm guessing the Discord client is refreshed? and therefore needs to reconnect?
You might want to consider a local secure store for the access and refresh tokens, so you can reuse those when needing to reconnect.
i will look into that
I'm looking through the Get Started guide on the standalone section and I don't see anything related to having the sdk connected to android, am i supposed look through somewhere else?
nvm found it
Goodnight
About that, can we access to social sdk from a cloud based server?
Discord doesnât show our games in their database too (itâs not in steam but IGDB).
I was also wondering if activities can have Party, party secret etc with rpc
not sure I understand the question - can you say more?
We are making a game inside Flash Player and to play it, you need to access to an URL
We donât have a launcher soâŠ
And social SDK is like 200MB+
@icy compass was this helpful?
Not really no đ you told me what you are doing... not what the actual problem is.
Is there an error message you are getting? Some kind of blocker? not sure what's going on.
I just wanted to know how does the SDK actually working. Do players need to download SDK too (for the client) or just the hoster of the server is enough?
Have you run through our quickstarts?
not really... okay I guess I should
Swing back around when you've done so and read some docs 
alright

Hmm