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Copy file name to clipboardExpand all lines: docs/activities/building-an-activity.mdx
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Enter a name for your app, select a development team, then press **Create**.
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**Development Team Access** <br />Launching a non-distributed Activity is limited to you or members of the developer team, so if you're collaborating with others during development, create a [developer team](https://discord.com/developers/teams) and set it to the owner when you create the app.
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**Development Team Access**
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Launching a non-distributed Activity is limited to you or members of the developer team, so if you're collaborating with others during development, create a [developer team](https://discord.com/developers/teams) and set it to the owner when you create the app.
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After you create your app, you'll land on the **General Overview** page of the app's settings, where you can update basic information about your app like its description and icon.
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```
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**Secure Your Secrets**<br /> Your `DISCORD_CLIENT_SECRET` and `DISCORD_BOT_TOKEN` are *highly* sensitive secrets. Never share either secrets or check them into any kind of version control.
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**Secure Your Secrets**
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Your `DISCORD_CLIENT_SECRET` and `DISCORD_BOT_TOKEN` are *highly* sensitive secrets. Never share either secrets or check them into any kind of version control.
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Back in your app's settings, click on **OAuth2** on the sidebar:
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1.**Client ID**: Copy the value for Client ID and add it to your `.env` file as **`VITE_CLIENT_ID`**. This is the public ID that Discord associates with your app, and is almost always the same as your App ID.
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2.**Client Secret**: Copy the value for Client Secret and add it to your `.env` as **`DISCORD_CLIENT_SECRET`**. This is a private, sensitive identifier that your app will use to grant an OAuth2 `access_token`, and should never be shared or checked into version control.
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**Why is there a VITE_ prefix before our Client ID?**<br />Prefixing the `CLIENT_ID` environment variable with `VITE_` makes it accessible to our client-side code. This security measure ensures that only the variables you intend to be accessible in the browser are available, and all other environment variables remain private. You can read details in the [Vite documentation](https://vitejs.dev/guide/env-and-mode).
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**Why is there a VITE_ prefix before our Client ID?**
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Prefixing the `CLIENT_ID` environment variable with `VITE_` makes it accessible to our client-side code. This security measure ensures that only the variables you intend to be accessible in the browser are available, and all other environment variables remain private. You can read details in the [Vite documentation](https://vitejs.dev/guide/env-and-mode).
**Time to leave your browser behind**<br />Once you add the SDK to your app, you will **not** be able to view your app inside your web browser. In the next step, we will run your Activity inside of Discord. In the next step, we will go over how to view your app in Discord.
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**Time to leave your browser behind**
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Once you add the SDK to your app, you will **not** be able to view your app inside your web browser. In the next step, we will run your Activity inside of Discord. In the next step, we will go over how to view your app in Discord.
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**Customizing your Activity** <br/> If you'd like to set images for your Activity, you can learn how to do that [here](/docs/activities/development-guides#setting-up-activity-metadata).
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**Customizing your Activity**
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If you'd like to set images for your Activity, you can learn how to do that [here](/docs/activities/development-guides#setting-up-activity-metadata).
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We're looking pretty good so far, but we haven't wired up any Discord functionality yet. Let's do that next.
Copy file name to clipboardExpand all lines: docs/developer-tools/game-sdk.mdx
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# Game SDK
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**The Game SDK has been archived.**<br />We recommend using the [Discord Social SDK](/docs/discord-social-sdk/overview) for new projects. <br />Existing projects using the Game SDK will continue to work, but we encourage you to migrate to the [Discord Social SDK](/docs/discord-social-sdk/overview) for new features and updates.
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**The Game SDK has been archived.**
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We recommend using the [Discord Social SDK](/docs/discord-social-sdk/overview) for new projects.
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Existing projects using the Game SDK will continue to work, but we encourage you to migrate to the [Discord Social SDK](/docs/discord-social-sdk/overview) for new features and updates.
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Welcome to the documentation for the Discord Game SDK! We're glad you made it. The Game SDK helps you develop your 3rd party game or app, and integrate it with Discord.
Copy file name to clipboardExpand all lines: docs/discord-social-sdk/core-concepts.mdx
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While these limited access features are available in the Discord Social SDK, their usage is capped with a rate limit. Please read our [documentation on rate limits](/docs/topics/rate-limits) to learn more.
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:::preview
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To apply for full access to closed beta features or to reach out to Discord directly to discuss your game, please fill out [this form](https://discord.com/developers/social-sdk-closed-beta-access-request-form).
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To apply for full access to closed beta features or to reach out to Discord directly to discuss your game, please fill out [this form](https://discord.com/developers/social-sdk-closed-beta-access-request-form).
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---
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-`sdk.social_layer`
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For more information about these features, please see [Core Concepts: Limited Access Features](/docs/discord-social-sdk/core-concepts#limited-access-features).
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For more information about these features, please see [Core Concepts: Limited Access Features](/docs/discord-social-sdk/core-concepts#limited-access-features).
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The Social SDK provides two helper methods that you can use when setting up your OAuth2 flow:
Copy file name to clipboardExpand all lines: docs/discord-social-sdk/getting-started/using-c++.mdx
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- The **status callback** tells you when you're connected and ready to use Discord features
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At this point, these callbacks **won't get called** since the client setup is not yet complete. However, very soon we
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will be using them to view debug information and see what our connection status is!
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At this point, these callbacks **won't get called** since the client setup is not yet complete. However, very soon we will be using them to view debug information and see what our connection status is!
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To get to a [`Client::Status::Ready`] state, we need to authenticate with Discord. We'll do that shortly.
Copy file name to clipboardExpand all lines: docs/discord-social-sdk/overview.mdx
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Discord Social SDK features for text and voice communication are available but have limited access.
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For more information on how to access these features, please see [Core Concepts: Limited Access Features](/docs/discord-social-sdk/core-concepts#limited-access-features).
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For more information on how to access these features, please see [Core Concepts: Limited Access Features](/docs/discord-social-sdk/core-concepts#limited-access-features).
This feature is currently available with [limited access](/docs/discord-social-sdk/core-concepts#limited-access-features). To apply for full access to closed beta features, or to reach out to Discord directly to discuss your game, please fill out [this form](https://discord.com/developers/social-sdk-closed-beta-access-request-form).
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This feature is currently available with [limited access](/docs/discord-social-sdk/core-concepts#limited-access-features). To apply for full access to closed beta features, or to reach out to Discord directly to discuss your game, please fill out [this form](https://discord.com/developers/social-sdk-closed-beta-access-request-form).
Copy file name to clipboardExpand all lines: docs/interactions/application-commands.mdx
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Slash commands can also have groups and subcommands to further organize commands. More on those later.
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Slash commands can have a maximum of 8000 characters for combined name, description, and value properties for each command, its options (including subcommands and groups), and choices. When [localization fields](/docs/interactions/application-commands#localization) are present, only the longest localization for each field (including the default value) is counted towards the size limit.
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Slash commands can have a maximum of 8000 characters for combined name, description, and value properties for each command, its options (including subcommands and groups), and choices. When [localization fields](/docs/interactions/application-commands#localization) are present, only the longest localization for each field (including the default value) is counted towards the size limit.
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For application commands, there are built-in fallbacks in case a user's locale isn't present in the localizations. If the fallback locale is also missing, it will use the default.
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You should make sure to include your default value in its proper locale key, otherwise it may use a fallback value unexpectedly. For example, if your default value is `en-US`, but you don't specify the `en-US` value in your localizations, users with `en-US` selected will see the `en-GB` value if it's specified. For example, if you have a command with the default name "color", and your localizations specify only the `en-GB` value as "colour", users in the `en-US` locale will see "colour" because the `en-US` key is missing.
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You should make sure to include your default value in its proper locale key, otherwise it may use a fallback value unexpectedly. For example, if your default value is `en-US`, but you don't specify the `en-US` value in your localizations, users with `en-US` selected will see the `en-GB` value if it's specified. For example, if you have a command with the default name "color", and your localizations specify only the `en-GB` value as "colour", users in the `en-US` locale will see "colour" because the `en-US` key is missing.
Copy file name to clipboardExpand all lines: docs/reference.mdx
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###### Example Request Bodies (multipart/form-data)
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Note that these examples are small sections of an HTTP request to demonstrate behaviour of this endpoint - client libraries will set their own form boundaries (`boundary` is just an example). For more information, refer to the [multipart/form-data spec](https://tools.ietf.org/html/rfc7578#section-4).
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Note that these examples are small sections of an HTTP request to demonstrate behavior of this endpoint - client libraries will set their own form boundaries (`boundary` is just an example). For more information, refer to the [multipart/form-data spec](https://tools.ietf.org/html/rfc7578#section-4).
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This example demonstrates usage of the endpoint *without*`payload_json`.
Copy file name to clipboardExpand all lines: docs/resources/emoji.md
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###### Custom Emoji Examples
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>In `MESSAGE_REACTION_ADD`, `MESSAGE_REACTION_REMOVE` and `MESSAGE_REACTION_REMOVE_EMOJI` gateway events `animated` will be returned for animated emoji.
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In `MESSAGE_REACTION_ADD`, `MESSAGE_REACTION_REMOVE` and `MESSAGE_REACTION_REMOVE_EMOJI` gateway events `animated` will be returned for animated emoji.
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>In `MESSAGE_REACTION_ADD` and `MESSAGE_REACTION_REMOVE` gateway events `name` may be `null` when custom emoji data is not available (for example, if it was deleted from the guild).
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In `MESSAGE_REACTION_ADD` and `MESSAGE_REACTION_REMOVE` gateway events `name` may be `null` when custom emoji data is not available (for example, if it was deleted from the guild).
Copy file name to clipboardExpand all lines: docs/resources/message.md
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###### Message Types
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Type `19` and `20` are only available in API v8 and above. In v6, they are represented as type `0`. Additionally, type `21` is only available in API v9 and above.
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Type `19` and `20` are only available in API v8 and above. In v6, they are represented as type `0`. Additionally, type `21` is only available in API v9 and above.
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| Type | Value | Deletable |
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| guild_id? | snowflake | id of the originating message's guild |
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| fail_if_not_exists? | boolean | when sending, whether to error if the referenced message doesn't exist instead of sending as a normal (non-reply) message, default true |
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\* If `type` is unset, `DEFAULT` can be assumed in order to match the behaviour before message reference had types.
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\* If `type` is unset, `DEFAULT` can be assumed in order to match the behavior before message reference had types.
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In future API versions this will become a required field.
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\*\*`channel_id` is optional when creating a reply, but will always be present when receiving an event/response that includes this data model. **Required for forwards.**
Copy file name to clipboardExpand all lines: docs/rich-presence/overview.mdx
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### Game SDK
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**The Game SDK has been archived.**<br />We recommend using the [Discord Social SDK](/docs/discord-social-sdk/overview) for new projects. <br />Existing projects using the Game SDK will continue to work, but we encourage you to migrate to the [Discord Social SDK](/docs/discord-social-sdk/overview) for new features and updates.
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**The Game SDK has been archived.**
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We recommend using the [Discord Social SDK](/docs/discord-social-sdk/overview) for new projects.
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Existing projects using the Game SDK will continue to work, but we encourage you to migrate to the [Discord Social SDK](/docs/discord-social-sdk/overview) for new features and updates.
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The [Game SDK](/docs/developer-tools/game-sdk) makes it easier to build 3rd party games and integrate them with Discord. While many features of the Game SDK are deprecated, it can still be used for a few use cases (like integrating Rich Presence!).
Copy file name to clipboardExpand all lines: docs/rich-presence/using-with-the-game-sdk.mdx
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# Using Rich Presence with the Game SDK
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**The Game SDK has been archived.**
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The [Game SDK](/docs/developer-tools/game-sdk) helps you build 3rd party games and integrate them with Discord. One of its specialties is making it easy to bring your game's data to Discord using [Rich Presence](/docs/rich-presence/overview), which this guide will cover.
Copy file name to clipboardExpand all lines: docs/topics/oauth2.md
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| webhook.incoming | this generates a webhook that is returned in the oauth token response for authorization code grants |
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In order to add a user to a guild, your bot has to already belong to that guild.
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In order to add a user to a guild, your bot has to already belong to that guild. `role_connections.write` cannot be used with the [Implicit grant type](/docs/topics/oauth2#implicit-grant).
Copy file name to clipboardExpand all lines: docs/topics/rpc.md
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| mute? | boolean | set the mute state of the user |
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In the current release, we only support a single modifier of voice settings at a time over RPC.
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If an app changes voice settings, it will lock voice settings so that other apps connected simultaneously
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lose the ability to change voice settings. Settings reset to what they were before being changed after the
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controlling app disconnects. When an app that has previously set voice settings connects, the client will swap
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In the current release, we only support a single modifier of voice settings at a time over RPC. If an app changes voice settings, it will lock voice settings so that other apps connected simultaneously lose the ability to change voice settings. Settings reset to what they were before being changed after the controlling app disconnects. When an app that has previously set voice settings connects, the client will swap to that app's configured voice settings and lock voice settings again. This is a temporary situation that will be changed in the future.
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###### Pan Object
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#### SET_VOICE_SETTINGS
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controlling app disconnects. When an app that has previously set voice settings connects, the client will swap
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be changed in the future.
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In the current release, we only support a single modifier of voice settings at a time over RPC. If an app changes voice settings, it will lock voice settings so that other apps connected simultaneously lose the ability to change voice settings. Settings reset to what they were before being changed after the controlling app disconnects. When an app that has previously set voice settings connects, the client will swap to that app's configured voice settings and lock voice settings again. This is a temporary situation that will be changed in the future.
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When setting voice settings, all fields are optional. Only passed fields are updated.
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