Quick Start
The goal is one authenticated connection and one real event. You do not need to build a game first.
1. Check your access
Not approved yet? Apply for access. You can explore simulated demos while waiting; they do not grant access to real live-room data.
Already approved? Have these ready:
- LIVE Studio running on the same machine as your client.
- The installation and account enabled for local data access, as described in your approval email.
- Your issued
app_id,key_id, andsecret.
There is no verified public minimum LIVE Studio build listed here yet. Use the setup instructions supplied with your approval; updating LIVE Studio alone does not enable access. If those instructions or credentials are missing, email TikTok_LIVE_Studio_Office@bytedance.com.
2. Run the local starter
Follow H5: runnable starter to download three small files and launch them on 127.0.0.1. It requires Node.js 22+ for the local preview server and a browser that permits local WebSocket access.
Enter your credentials at runtime, then select Connect. Do not enter credentials on public demo pages or put them in downloaded source files.
Expected status:
SCANNING → AUTHENTICATING → AUTHENTICATEDThe client scans 49152–65535 in bounded batches, verifies SERVER_HELLO, and sends AUTH. AUTHENTICATED appears only after AUTH_RESULT.success=true.
3. Receive the first event
With a live room active, generate an interaction for a message type enabled on your application. Start with a like or comment if enabled; a gift purchase is not required to test the connection.
The local log will show, for example:
EVENT live.likeThis is expected output, not a simulated event injected by the starter. An idle live room may produce no events, and authentication does not enable every message type.
| What you see | What to check |
|---|---|
ENDPOINT_NOT_FOUND | Same machine, enabled LIVE Studio installation/account, and browser local-network policy. |
INVALID_CREDENTIALS or ACCESS_DISABLED | Issued credentials and application configuration; do not retry in a tight loop. |
AUTHENTICATED, but no event | Active room, a new interaction, and the enabled IM message types. |
POLICY_DISCONNECT_510 | Access policy changed. Stop and confirm access before reconnecting. |
More checks: Troubleshooting.
4. Make it your game
Choose an event and connect its handler to a game action. For gifts, copy a string ID from the Gift Catalog and choose when a combo triggers the effect.
Keep transport separate from game rules. The starter has manual reconnect, not production retry logic; each new connection must rediscover and authenticate. For production, add cancellable backoff as described in Connection lifecycle.
Prefer to work with an agent? Install the Agent Skill, or give it llms.txt. For Unity, use the integration guide.
Credential handling
Never log or upload the secret, embed it in a public bundle, or commit it to a repository. This starter keeps it in memory. A packaged client should use its trusted runtime credential mechanism or an OS secret store, not plaintext project files.
