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Unity Unite Now - Empowering Player Communications with Vivox

Discussion in 'General Discussion' started by AskCarol, Apr 29, 2020.

  1. AskCarol

    AskCarol

    Unity Technologies

    Joined:
    Nov 12, 2019
    Posts:
    182
    Unite Now Session
    Learn how to enable powerful voice and chat communications for your game that can lead to long-lasting communities and amazing in-game experiences. We'll explore the technical and player benefits of Vivox, along with how to enable features like cross-platform support and 3D positional audio.

    When
    Thu, May 14, 9:00 AM PT





    Where
    You can watch the session here!
    Make sure to sign up to get access to all Unite Now content.


    ______________________


    Together with this Unite Now session we are also hosting a Q&A here in this thread to answer as many of your questions as possible.


    A team of product experts from across Unity will be available starting after the session. Our Community team will continue to field questions to foster an ongoing discussion with the community. Please feel free to ask your questions in this thread.


    Some basic rules
    • Don’t bundle multiple unrelated questions in one reply. One question/topic per reply.


    • Only questions related to the topics of the session are permitted.


    • All questions will be fielded by our Community Managers (@LeonhardP and @AskCarol)
      • Replies will have to be approved by the moderators to show up in the thread.


      • Once approved, the questions will be forwarded to the relevant experts.

    We really look forward to hearing from the community.

    Thank you!
     
    Last edited: May 14, 2020
    Cuttlas-U likes this.
  2. reggie_sgs

    reggie_sgs

    Joined:
    Jun 29, 2014
    Posts:
    215
    Hi Carol, thanks for the info. We're porting our PS4 game to the PC side right now and this was very good timing. We've been using the native PS4 chat on that platform and are looking for a PC side solution. I saw you have support for the PS4 but I thought Sony would not allow cross platform chat. Are you aware of any easing of this policy?
     
    AskCarol likes this.
  3. Scott_Vivox

    Scott_Vivox

    Unity Technologies

    Joined:
    May 21, 2020
    Posts:
    3
    Hi Reggie! We actually spoke last year and am glad to see your project is still moving forward. While I can't comment on partner policies, I can tell you that we fully support cross platform chat across all of the platforms we work with. There are several titles using this functionality on the PS4.
     
  4. Cuttlas-U

    Cuttlas-U

    Joined:
    Apr 11, 2017
    Posts:
    14
    Hey
    I'm using Vivox in a project almost a year now ,
    My problem is the Realease date of our project is not obvious yet ( its a big project ),
    so its is in debug mode in our Vivox panel ,
    we will also have lots of tests so I wonder how many players can test our game while its still in test mode ?
    and how much time do we have for this debuging ?
    is it like forever ?

    I can also use some information about publishing our game in vivox , I read the document and i know we should put vivox logo and have some testing for our game to be accepted and published from vivox , but its not clear for me how much testing we need for that ?

    Thanks for your efforts for the indie community ,
    Vivox is so easy to use and so fast to implement . I Like it so much ,
     
    Last edited: May 21, 2020
    AskCarol likes this.
  5. sathya

    sathya

    Joined:
    Jul 30, 2012
    Posts:
    246
    Since there is no official unity thread for vivox may be someone from the team can assist me with the issue.
    When exiting the playmode in editor, The editor crashes because of the following exception

    Code (CSharp):
    1. Stack Trace of Crashed Thread 20416:
    2. 0x00007FF8963B27F0 (VivoxNative) CSharp_vx_req_account_channel_favorite_group_delete_t_account_handle_set
    3. 0x0000021C5ECDA2B6 (VivoxUnity) VivoxCoreInstancePINVOKE.vx_req_account_logout_t_account_handle_set()
    4. 0x0000021C5ECDA14B (VivoxUnity) vx_req_account_logout_t.set_account_handle()
    5. 0x0000021C5ECD9A8B (VivoxUnity) VivoxUnity.Private.LoginSession.Logout()
    6. 0x0000021C5ECD9662 (Assembly-CSharp) VivoxVoiceManager.Logout()
    I call Vivox logout when photon is disconnected like this
    Code (CSharp):
    1.  if (LoginSession != null && LoginState != LoginState.LoggedOut && LoginState != LoginState.LoggingOut)
    2.         {
    3.             OnUserLoggedOutEvent?.Invoke();
    4.             LoginSession.PropertyChanged -= OnLoginSessionPropertyChanged;
    5.             LoginSession.Logout();
    6.         }
     
  6. Scott_Vivox

    Scott_Vivox

    Unity Technologies

    Joined:
    May 21, 2020
    Posts:
    3
    Hi there, please post your issue in the forum section of the Vivox developer portal for greater visibility and tracking.
     
  7. Scott_Vivox

    Scott_Vivox

    Unity Technologies

    Joined:
    May 21, 2020
    Posts:
    3
    Thank you for your kind words. We'd like you to move to a production environment if you think you will have more than 100 concurrent players. Regarding testing, generally a week or more of 10+ players should be sufficient. You do not need to wait until you publish to submit for production, and you will always have access to both environments (live and test builds). Hope that answers your questions!
     
    Cuttlas-U likes this.
  8. reggie_sgs

    reggie_sgs

    Joined:
    Jun 29, 2014
    Posts:
    215
    Hey Scott, yes I remember talking with you!. While it wasn't the best fit when we last spoke, things have changed and I think this may be a better solution for us. It would probably be good to talk again soon. I'll see if I can find your e-mail and send you a message with details.

    Reg
     
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