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Unity Integration

Before proceeding with this section, complete the setup steps described in Getting Started.

You can now use scripts provided by Audiokinetic together with your SoundBanks to create XR experiences in your Unity project. To learn about how to use Wwise within Unity, see Wwise Unity Integration documentation.

Integrating Wwise into your Unity game

To integrate Wwise into a Unity project, see Integrating Wwise into a Unity Project.

If the plug-in was not installed correctly during integration, Unity displays “plug-in not found” errors in the console. These error messages, along with other Wwise engine errors, often include the class ID of the plug-in.

Below are the Class IDs for the Meta XR Audio SDK Plug-ins for Wwise:

  • Sink plug-in: 148

  • Metadata plug-in: 15722

  • Experimental Metadata plug-in: 15723

Controlling reverb parameters from in-game

To control the parameters of the sink plug-in from your game in Unity, and therefore use full control built-in reverb among other things, you must add the C# scripts packaged with your Wwise installation at [Wwise installation directory]\SDK\plugins\MetaXRAudio\Unity\Runtime\scripts to your Unity project as described in Getting Started.

After adding the scripts to your project, you can attach the MetaXRAudioWise.cs script to any game object to control the reverb settings. Attach the script to only one object in any given scene (only one should ever exist concurrently).


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