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  1. In the Channel Chat Message Notification Example there are 2 backticks (``) at the end of the example that look to be erroneous

    Page where the error is: https://dev.twitch.tv/docs/eventsub/eventsub-subscription-types/#channelchatmessage

    1 vote

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    0 comments  ·  Documentation  ·  Admin →
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  2. The channel.chat.clear, channel.chat.clear_user_messages, and channel.chat.message_delete EventSub events include the info of the broadcaster and (in the latter two) the info of the affected user. If we subscribe with a broadcaster or moderator token for that channel, we should also receive the info of the moderator that performed the action, similar to how we can see that info in the Twitch dashboard/mod view. This would also make them consistent with other events like ban/unban, shoutout create, etc.

    8 votes

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    0 comments  ·  EventSub  ·  Admin →
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  3. 1 vote

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    0 comments  ·  Twitch CLI  ·  Admin →
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  4. its a useful tool to use

    1 vote

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    0 comments  ·  Drops  ·  Admin →
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  5. No, tutto perfetto.

    1 vote

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    0 comments  ·  Extensions  ·  Admin →
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  6. There's a typo in the paragraph that starts:
    Follow the Authorization code flow example to get a user access token for the <BOT_USERNAME> Twitch account

    You have chat%3Aread+chat&3Aedit when it should be chat%3Aread+chat%3Aedit

    1 vote

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    0 comments  ·  API  ·  Admin →
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  7. simple, just a subscription that lasts for 12 months instead of one month.

    priced accordingly offcourse.

    1 vote

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    0 comments  ·  Developer Site  ·  Admin →
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  8. the codeblock under 'Authentication' has quite a few issues with it.
    Incorrect capitalization on the TwitchSDK.Interop; , a missing semicolon on the first variable declaration, incorrect capitalization on the Start() and UpdateAuthState()

    1 vote

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    0 comments  ·  Documentation  ·  Admin →
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  9. I think it would be useful to add the possibility to select in which shard in a conduit a subscription will be created. This would made the developer to have more control over subscriptions created in a conduit. I think this feature would fit in as an optional parameter in the request body at creating a subscription within a conduit.

    I know the conduits are made to balance the traffic over shards and connections but giving the developer more controll over which subscriptions goes in which shards is something that will make developing over conduits better.

    In my opinion this…

    1 vote

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    0 comments  ·  EventSub  ·  Admin →
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  10. Why are conduit sub types listed under channel sub types? Seems like conduits should have their own menu listing.

    1 vote

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    0 comments  ·  Documentation  ·  Admin →
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  11. When reading UserInput field of a CustomRewardEvent, the UserInput field is always empty.

    [code]

    using UnityEngine;
    using TwitchSDK;
    using TwitchSDK.Interop;

    public class SomeScript03 : MonoBehaviour
    {
    GameTask<EventStream<CustomRewardEvent>> reward01;

    async void Start()
    {
        reward01 = Twitch.API.SubscribeToCustomRewardEvents();
        await reward01;
    }
    
    
    async void Update()
    {
        if(Input.GetKeyDown(KeyCode.Alpha1))
        {
            if(reward01.MaybeResult != null)
            {
                CustomRewardEvent rwd01_event;
                if(reward01.MaybeResult.TryGetNextEvent(out rwd01_event))
                {
                    Debug.Log($"Name:{rwd01_event.CustomRewardTitle} | Text:{rwd01_event.UserInput}");
                }
            }
        }
    }
    

    }
    [/code]

    Attach this script to a gameobject and enter Play Mode. Make sure you have a Custom Reward that takes user input. Redeem the reward and provide some user input to it. Then press the 1 key and the…

    1 vote

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  12. On the Unity Getting Started (https://dev.twitch.tv/docs/game-engine-plugins/unity-guide/) page, under Subscribe to Events, the examples might be a bit inaccurate. Here is the code for Channel Point Rewards:

    GameTask<EventStream<CustomRewardEvent>> CustomRewardEvents;

    start()
    {
    CustomRewardEvents = SubscribeToCustomRewardEvents();
    }

    update()
    {
    var CurRewardEvent;
    CustomRewardEvents.TryGetNextEvent(out CurRewardEvent);
    if(CurRewardEvent != null)
    {
    //Do something
    Debug.Log("{CurRewardEvent.RedeemerName} has brought {CurRewardEvent.CustomRewardTitle} for {CurRewardEvent.CustomRewardCost}!");
    }
    }

    Issues:
    - void Start(), void Update().
    - SubscribeToCustomRewardEvents() is a member of 'Twitch.API'. So it should be 'Twitch.API.SubscribeToCustomRewardEvents()'.
    - 'var' variables are implicitely typed, so the line 'var CurRewardEvent;' throws an erorr. 'CustomRewardEvent CurRewardEvent;' would work.
    - CustomRewardEvents task doesn't have TrgGetNextEvent() or WaitForEvent()…

    5 votes

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  13. sub_gift notifications via channel.chat.notification events don't contain a field for the cumulative number of months the gift recipient has subscribed to the channel. This is however exposed in IRC via the msg-param-months tag in the equivalent subgift USERNOTICE.

    Please, consider adding this information to Eventsub too for consistency

    8 votes

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    0 comments  ·  EventSub  ·  Admin →
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  14. The plugin seems to have everything BUT a chat connection which is quite strange. It would be nice to have an access to chat like other events/functionnalities in the near futur

    6 votes

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  15. Extend the API ability to create a block_term with an optional value for privacy (default: public) as either public or private, as a user can with the web interface.

    1 vote

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    0 comments  ·  API  ·  Admin →
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  16. Provide API to allow users, after validating their account:

    • Return Payouts per date paid.
    • Breakdown of what went into the payouts by type (Subscriptions, Bits, and the like)
    • Withholdings and Fees
    2 votes

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  17. 1 vote

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  18. Something that would be incredibly helpful, given the Unity plugin’s heavy reliance on asynchronous tasks, is support for System.Threading.CancellationToken. Many of the user-initiated operations in my game are asynchronous in nature and can be cancelled or skipped by the user if they run for too long, so I make heavy use of Unity 2023’s async/await support and .NET's cancellation tokens to interrupt long-running HTTP requests and clean up resources. As it stands, I can check the cancellation token’s status before and after each call to the Twitch API, but if the calling method is cancelled externally during that time due…

    1 vote

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  19. Links not working at this paragraph:

    Building your first game
    Great, now you’re ready to build your first game with Twitch. Head over to our Unity Guide, Unreal Blueprint Guide or Unreal C++ Guide to get started.

    1 vote

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    0 comments  ·  Documentation  ·  Admin →
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  20. The scopes for "Update User Extensions" and "Get User Active Extensions" are different on differant pages.
    On https://dev.twitch.tv/docs/authentication/scopes/ it's "channel:manage:extensions" but on https://dev.twitch.tv/docs/api/reference it's "user:edit:broadcast".
    This feedback is related to another one I've posted, https://twitch.uservoice.com/forums/310213-developers/suggestions/47456123-missing-scope-user-edit-broadcast

    1 vote

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