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Integrating Wwise into a Unity Project

Prerequisites:

  • Install the Unity Editor and create a Unity project. Refer to Wwise Unity Integration release notes for compatible versions of Wwise and Unity.

  • Install the version of Wwise you would like to integrate into your Unity project (refer to Installing Wwise through the Launcher). During the installation, make sure you select the following:

    • Under Packages, select Authoring and SDK (C++).

    • Under Deployment Platforms, select all platforms supported by the Unity Editor installation used to create your Unity project.

    • On the CHOOSE PLUG-INS page, select all Wwise plug-ins you would like to use in your Wwise Unity Integration. Note, you can add more plug-ins to the Integration later (see Adding Plug-ins to Unity and Unreal Integrations), but installing them before integrating Wwise into Unity saves you the additional steps.

To integrate Wwise into a Unity project:

  1. In the Launcher, select the Unity page.

    A list of all Unity projects detected on your computer is displayed. If your project is not automatically detected by the Launcher, select Refresh or Browse for project in the Recent Unity Projects menu.

  2. Click Integrate Wwise in Project for the desired project.

    The integration page opens.

  3. From the version list at the top of the page, select the Wwise Unity Integration version that starts with the version of Wwise you installed when meeting the prerequisites for this procedure. (The Launcher automatically creates a Wwise Integration version number for each potential Integration. The version number always starts with the associated Wwise version number.)

    All required fields and options on the page are automatically populated. For a typical Integration, you can proceed to step 10. Otherwise, the following steps provide details on each of the options.

  4. Select the Packages and Deployment Platforms for this project.

    [Note]Note

    Unity Integration Extensions includes the auto-registration of GameObject's. This option is selected by default. This code can be extended to allow users to modify auto-registration or add more complex GameObject handling. If you are certain you do not require this functionality, you can deselect this option. Without the Unity Integration Extensions, users are responsible for registering all GameObject's either by attaching AkGameObj components or by explicitly calling the API.

  5. Specify the location of your Wwise SDK files. These are found within the Wwise installation folder.

    [Note]Note

    A light blue message indicates that Wwise plug-ins installed with the selected version of the SDK will be copied to your Unity project. If you want to add more plug-ins to your Unity project, click Add Plug-in to Wwise.

    If Deployment Platforms are selected that were not selected when you installed Wwise, a Modify Wwise button is displayed.

  6. If you have an existing Wwise project you would like to use with the Integration, enter the corresponding Wwise project path, or leave the field empty to create a new Wwise project.

  7. Specify the Unity Installation location for the selected Unity version. It must match the Unity version used by the Unity project. If you want to use another version, you should migrate your Unity project to the desired Unity version before integrating Wwise into your project.

  8. Specify whether to create a temporary directory.

    • By default Create temporary directory is enabled. This installs files into a copy of the Unity project directory, then applies the changes if successful. This ensures that the Unity project directory is unaffected by any problems that occur during the integration.

    • We recommend you only disable this option in certain scenarios. For example, if you have a very large project, are integrating Wwise in the late stages of development, or think it is unnecessary to have a full copy of your project. If you disable this option, we strongly recommend that Unity project files are managed by a source control system such as Git, Subversion, or Perforce that can undo any problematic changes.

  9. Optionally for advanced users, within your Unity project, the Launcher can create a WwiseGlobal GameObject or add the AkAudioListener class to the MainCamera.

  10. Click Integrate to apply the operation to your project. (Or click Cancel if for some reason, such as the indicated Total download size being too great, you do not want to proceed with the Wwise integration into your Unity project.)

    A progress bar is displayed. The Launcher will take several minutes to download the necessary packages and integrate Wwise into your Unity project. When the operation is complete, "Operation completed successfully" is displayed in green.

    You can now open the Unity project and its associated Wwise project from the Unity page of the Launcher.

    Refer to Changes to your Unity Project for a detailed list of changes made by the integration process.

[Note]Note

On the Unity page, below the project name, there is a gray label indicating the Unity version for the project. After Wwise is integrated into the Unity project, an additional gray label indicating the Wwise Integration version is displayed. Click show more to display the Unity project file path, the Wwise project file path, and all deployment platforms supported by the Integration.


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