I want to know how to get a list of channels created by another player in the same game
・What you want to know
-
Situations where the player looks at a list of channels created by other people, such as “group chat”, and selects the channel to join.
As for the architecture of Vivox, is it necessary to develop a separate API Server Application for the list of channels, etc. by myself?
-
Also, it looks like Vivox channel names can only be in English. Is there any way to define channel names using multibyte characters such as Japanese or Chinese?
We envision an application that allows players to decide the name of the Channel they want to show to other players in group chats, etc., as mentioned earlier, and create a community.
・What else we tried
1 .Reference to “ILoginSession.ChannelSessions” in the Unity Vivox API reference manual, but this only shows connected Channels and was unusable
- I just called up the documentation and haven’t tried it yet.
Developer Documentation - チャンネル名 (vivox.com)
・Environmental Information
Unity Version:Unity2021.3.0f1 LTS
platform:Android&iOS
Vivox SDK Version:5.15.0.uni.0
Apologies: I am a native Japanese speaker and this is an automatic translation!
Hello Takamura-san,
Yes, the Vivox API does not provide a way to query the channels another user has joined.
You are correct. Vivox only supports a limited ASCII character set shown here: https://docs.vivox.com/v5/general/unity/15_1_180000/en-us/Default.htm#Unity/developer-guide/channels/channel-names.htm If you require using another character set, we would suggest hashing the channel name. Some customers will has the channel name with a sha1 encoding and then have the server let the client know what that hash represents. You could also use base64 encoding, which can be decoded to determine the original meaning. For example, ようこそ would base64 encode to 44KI44GG44GT44Gd
all of which is valid for a Vivox channel name. The client could base64 decode that back to ようこそ.
Correct. This only shows the locally connected channels.
Yes, this is the translated version of the documentation I provided above.
1 Like
thank you for your answer.
I understand the contents.
It means that you need to bring it to the server side separately.
The Base64 implementation of multi-byte characters came up as an idea, thank you for the good idea
1 Like
We are happy we were able to answer your questions! We are going to close out this forum post, but please feel free to open another one if you have any additional questions!