void connect()
    {
        System.Environment.SetEnvironmentVariable("DISCORD_INSTANCE_ID", "0");
        //System.Environment.SetEnvironmentVariable("DISCORD_INSTANCE_ID", "1");
        discord = new Discord.Discord(AppClientId, (System.UInt64)Discord.CreateFlags.Default);
        UserManager userManager = discord.GetUserManager();

        userManager.OnCurrentUserUpdate += () => {
            var currentUser = userManager.GetCurrentUser();
            userLabel.text = currentUser.Username;
            disconnectButton.interactable       = true;
            updateStateInput.interactable       = true;
            updateDetailInput.interactable      = true;
            updateButton.interactable           = true;
            clearButton.interactable            = true;
            dropDownFriends.interactable        = true;
            inviteToJoinButton.interactable     = true;
            inviteToSpectateButton.interactable = true;
        };

        var relationshipManager = discord.GetRelationshipManager();

        // Assign this handle right away to get the initial relationships update.
        // This callback will only be fired when the whole list is initially loaded or was reset

        // Wait for OnRefresh to fire to access a stable list
        // Filter a user's relationship list to be just friends
        // Use this list as your base
        relationships = new List <Relationship>();
        relationshipManager.OnRefresh += () => {
            relationshipManager.Filter((ref Relationship relationship) => {
                return(relationship.Type == Discord.RelationshipType.Friend);
            });

            // Loop over all friends a user has.
            List <Dropdown.OptionData> options = new List <Dropdown.OptionData>();
            for (var i = 0; i < relationshipManager.Count(); i++)
            {
                // Get an individual relationship from the list
                var r = relationshipManager.GetAt((uint)i);
                relationships.Add(r);

                Dropdown.OptionData option = new Dropdown.OptionData();
                option.text = r.User.Username;
                options.Add(option);
            }
            dropDownFriends.AddOptions(options);
        };

        var activityManager = discord.GetActivityManager();

        LobbyManager lobbyManager = discord.GetLobbyManager();

        // Received when someone accepts a request to join or invite.
        // Use secrets to receive back the information needed to add the user to the group/party/match
        activityManager.OnActivityJoin += secret => {
            Debug.Log("OnJoin " + secret);
            lobbyManager.ConnectLobbyWithActivitySecret(secret, (Discord.Result result, ref Discord.Lobby lobby) => {
                Debug.Log("Connected to lobby: " + lobby.Id);
                // Connect to voice chat, used in this case to actually know in overlay if your successful in connecting.
                lobbyManager.ConnectVoice(lobby.Id, (Discord.Result voiceResult) => {
                    if (voiceResult == Discord.Result.Ok)
                    {
                        Debug.Log("New User Connected to Voice! Say Hello! Result: " + voiceResult);
                    }
                    else
                    {
                        Debug.Log("Failed with Result: " + voiceResult);
                    };
                });
                //Connect to given lobby with lobby Id
                lobbyManager.ConnectNetwork(lobby.Id);
                lobbyManager.OpenNetworkChannel(lobby.Id, 0, true);
                foreach (var user in lobbyManager.GetMemberUsers(lobby.Id))
                {
                    //Send a hello message to everyone in the lobby
                    lobbyManager.SendNetworkMessage(lobby.Id, user.Id, 0,
                                                    Encoding.UTF8.GetBytes(string.Format("Hello, " + user.Username + "!")));
                }
                //Sends this off to a Activity callback named here as 'UpdateActivity' passing in the discord instance details and lobby details
                UpdateActivity(discord, lobby);
            });
        };

        void UpdateActivity(Discord.Discord discord, Discord.Lobby lobby)
        {
            //Creates a Static String for Spectate Secret.
            string discordSpectateSecret  = "wdn3kvj320r8vk3";
            string spectateActivitySecret = discordSpectateSecret;
            var    activity1 = new Discord.Activity
            {
                State   = "Playing Co-Op",
                Details = "In a Multiplayer Match!",

                Assets =
                {
                    LargeImage = "matchimage1",
                    LargeText  = "Inside the Arena!",
                },
                Party =
                {
                    Id   = lobby.Id.ToString(),
                    Size =
                    {
                        CurrentSize = lobbyManager.MemberCount(lobby.Id),
                        MaxSize     = (int)lobby.Capacity,
                    },
                },
                Secrets =
                {
                    Spectate = spectateActivitySecret,
                    Join     = "123",
                },
                Instance = true,
            };

            activityManager.UpdateActivity(activity1, result => {
                Debug.Log("Updated to Multiplayer Activity: " + result);

                // Send an invite to another user for this activity.
                // Receiver should see an invite in their DM.
                // Use a relationship user's ID for this.
                // activityManager
                //   .SendInvite(
                //       364843917537050624,
                //       Discord.ActivityActionType.Join,
                //       "",
                //       inviteResult =>
                //       {
                //           Console.WriteLine("Invite {0}", inviteResult);
                //       }
                //   );
            });
        }

        statusLabel.text = "Connected.";
    }