discord-is.fun
API changelog ·

Discord Social SDK 1.10.18247

New minimum SDK versions for Xbox and PlayStation 5, Rich Presence over RPC on Android, a repackaged macOS framework, WebRTC M130, and a batch of stability fixes.

A new release of the Discord Social SDK is now available, with the following updates:

Xbox
  • Dropped support for Xbox GDK versions 230600-240605; the new minimum supported GDK version is 241000
  • Console integrations can now read a user's presence on Xbox, including a custom status and activity from any application (not just the current game); PlayStation-specific activity is filtered out
  • Fixed a crash in the WinRT HTTP client on Xbox when setting restricted headers
Playstation 5
  • Dropped support for PS5 SDK versions 7.000-9.000; the new minimum supported version is 10.000
Android
  • Added support for Rich Presence via an unauthenticated RPC transport, matching desktop's existing capability. Games can now publish presence to the signed-in Discord Android client without an OAuth flow.
  • Fixed a crash in AuthenticationActivity on devices with no browser or Custom Tabs provider capable of handling OAuth
iOS
  • Fixed a crash when an unsupported URL scheme was passed to the web authorization flow on iOS 26.3
macOS
  • The macOS SDK is now packaged as discord_partner_sdk.framework, with a new signing/notarization pipeline and Krisp bundled inside. This changes how ImGui, Unity, and Unreal integrate and distribute the SDK on macOS.
Noise Suppression
  • Fixed missing Unity .meta files for Krisp libraries, which could break Unity package import/setup
WebRTC
  • Updated the SDK's base WebRTC version to M130 (up from M116)
  • Enabled WebRTC M130 builds for PlayStation 4/5 and Xbox
Lobbies
  • Added an additional display name field (e.g. a character name) to the lobby message record, readable via MessageHandle::AdditionalName(). This must be set server-side by your game backend when adding or updating a lobby member; it cannot be set from the client SDK.
Stability
  • Fixed a race condition that could crash the SDK when an RPC connection was reused without resetting prior pending state
  • Fixed the SDK getting stuck in an infinite reconnect loop after the gateway sent a terminal close code
  • Fixed a bug where a timed-out HTTP response could be incorrectly treated as successful, leading to a crash
  • Fixed a missing code path that caused every RTC client disconnect to incorrectly trigger voice-backend-version handling
  • Fixed a crash from iterator invalidation in lobby dispatch callbacks, observed on PlayStation 5
  • Routed the gateway bootstrap request through the shared API client for more reliable connectivity
  • Fixed GetCurrentInputDevice()/GetCurrentOutputDevice() on Linux, which previously always reported the first enumerated device regardless of actual selection
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