#I'm having some Vivox issues.
1 messages · Page 1 of 1 (latest)
Hi, is this happening for the first player that joins the channel? The channel closing is expected as that happens automatically when there are no remaining participants.
Yes, I didn't get the chance to try it online properly as there were some issues with the join logic I was using for other players. I never got to try having multiple players or rather builds connected to the same channel because of that. Does that mean more than 1 player have to connect at the same time to avoid it from automatically closing?
I tried it online with both builds joining at around the same time and both are automatically disconnected right after connecting
No the channel should remain open as long as a participant is in there. I saw this just before our standup and we quickly talked about likely causes and one would have been if two players joined with the same ID. Megacity metro has a positional voice implementation that you could compare to rather than the chat channel sample https://unity.com/demos/megacity-competitive-action-sample
I suppose that could be the issue, though would that issue still happen if only one player connects? Since it seems to disconnect regardless of the amount of players.
I'll give the demo a try and compare. Maybe I've missed something in the script that is necessary.
@molten gorge Turns out the issue was the use of the default multiplayer widget unity offers to easily set up multiplayer in version 6000.0.17f1.
Apparently it did something that proceeded to override whatever I tried to do to get vivox working. Once the default multiplayer widget was removed, and multiplayer was set up manually, vivox worked fine. Not sure if it is fixed in future versions, but I figured I might as well give the info I gathered from the issue and what fixed it.