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Question Vivox 1001 Target Does Not Exist error

Discussion in 'Vivox (Voice & Text Chat)' started by PixelFireXY, Oct 13, 2022.

  1. PixelFireXY

    PixelFireXY

    Joined:
    Nov 2, 2011
    Posts:
    53
    Hi,

    I installed the Vivox package and configure it successfully. Also if I build a standalone build and run it with the editor on the same machine everything works fine. But if I run multiple instances of the standalone build, every time I log in with the second instance, the first one gets disconnected and gets the 1001 error.

    What I'm trying to do is a stress test with multiple instances and every instance has a different nickname.

    I tried this post without success: https://support.unity.com/hc/en-us/...w-do-I-fix-1001-Target-Does-Not-Exist-Errors-

    I'm using the demo inside the Vivox package.

    What am I doing wrong? Thanks.

    The first screenshot is the first instance and the second is the second.
     

    Attached Files:

  2. MurphyMurph_21

    MurphyMurph_21

    Joined:
    Jul 3, 2020
    Posts:
    73
    Did you change any of the code or mess with the UI from the Vivox Tanks Scene? I tried a fresh project without changing anything and tested it with 2 instances of the built app(did not use unity editor/play mode) and it worked just fine for me. What platform are you building for and testing on?
     
  3. PixelFireXY

    PixelFireXY

    Joined:
    Nov 2, 2011
    Posts:
    53
    Hi Murphy thanks for the answer.

    Unity 2021.3.11f1
    Standalone windows
    Vivox 15.1.190000-pre.1

    What I did was just the configuration for Vivox, that's all! \:
     
  4. adutton

    adutton

    Joined:
    Apr 30, 2015
    Posts:
    4
    HI PixelFireXY.
    I have exactly the same problem having tried to get the Vivox Chat Channel Sample working attached to my project. Have you had any success in resolving it?
     
  5. PixelFireXY

    PixelFireXY

    Joined:
    Nov 2, 2011
    Posts:
    53
    Unfortunately not, I will report it as a bug when I'll find some time and post it here.
     
  6. MurphyMurph_21

    MurphyMurph_21

    Joined:
    Jul 3, 2020
    Posts:
    73
    Hey so I think the version you are using is not the same as the Unity Asset Store/Package Manager version (meaning you downloaded it from th Vivox Developer Portal, in one of the most recent updates). I will try it out in the next couple days hopefully and let you know if it works for me or also an error
     
  7. emilyryan

    emilyryan

    Unity Technologies

    Joined:
    Nov 22, 2019
    Posts:
    129
    Hello! I am so sorry to hear you are experiences this error! We have reproduced this bug in house and are investigating the cause. Thank you for your patience and we apologize for any inconvenience.
     
    PixelFireXY likes this.
  8. UnityKip

    UnityKip

    Unity Technologies

    Joined:
    Nov 15, 2021
    Posts:
    36
    Hi @PixelFireXY

    I'm fairly certain that the behavior you're running into is a nuance of using SignInAnonymouslyAsync() through the Unity Authentication package. Essentially, I believe the Authentication package is caching your anonymous user with your build which is also accessible to the other instances of the application. This results in the original client/user being kicked off of the Vivox service since there will be duplicates.

    There are a few ways around this, however, for purposes of testing, you may wish to try adding the following code prior to the call to SignInAnonymouslyAsync():

    Code (CSharp):
    1. {
    2.             AuthenticationService.Instance.ClearSessionToken();  // ADD ME
    3.             await AuthenticationService.Instance.SignInAnonymouslyAsync();
    4. }
    I don't recommend using this for production, but it should allow you to continue testing. If this works for you, I suggest taking a look at the Unity Authentication docs, in particular, how it is handling Session Token Management - just so you know how best to implement the service in your completed game. For future testing, you may also consider looking at ParrelSync which is an amazing community package that will prevent you from needing to build multiple clients for this sort of test.

    Finally, let us know if you continue to see the 1001 error and we can recommend some alternative troubleshooting steps to review. If the error goes away, I'll mark the bug post as resolved as well.

    -Kip
     
    MurphyMurph_21 and PixelFireXY like this.
  9. PixelFireXY

    PixelFireXY

    Joined:
    Nov 2, 2011
    Posts:
    53