How it works
Live streaming uses the same camera system as recording. When a user starts a stream, the activeLckCamera output is encoded and sent to an RTMP endpoint in real time. Users can switch cameras during a live stream without interruption.
Setup
Live streaming requires internet access. LCK v1.4.0+ automatically adds internet permission to yourAndroidManifest.xml during the build process and prevents Meta Quest’s ForceRemoveInternetPermission feature from blocking it.
This behavior is toggleable in Edit > Project Settings > LCK.
The streaming UI is included in the LCK tablet. Users configure their stream destination (YouTube or Twitch) and start streaming from the tablet interface.
Streaming API
For programmatic control:Events
Streaming quality
Streaming uses the same quality configuration as recording. Resolution, bitrate, and framerate are set through theLckQualityConfig ScriptableObject or programmatically via the LckService API. See Recording for details on quality presets.
Pairing to LIV Hub in editor
You must pair your game to LIV Hub on your Meta Quest. ie: LIV Hub doesn’t need to be on the same device that you’re pairing the game to.- In editor, while in play mode, go to the streaming tab to trigger the pairing code
- In LIV Hub on the Meta Quest, pair your game via the LIV Camera Games section
- Enter the pairing code in the editor
Supported platforms
| Platform | YouTube | Twitch |
|---|---|---|
| Meta Quest | Yes | Yes |
| Windows PCVR | No | No |
As of v1.4.3, streaming no longer requires a user subscription.