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/articles/4585264591380-Vivox-How-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.
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?
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! :
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?
Unfortunately not, I will report it as a bug when I’ll find some time and post it here.
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
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.
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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():
{
AuthenticationService.Instance.ClearSessionToken(); // ADD ME
await AuthenticationService.Instance.SignInAnonymouslyAsync();
}
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
2 Likes
I added the line but unfortunately, the result is the same.
Thanks for ParrelSync, it’s really interesting! I will definitely use it in future projects. (I used to do this instead: https://support.unity.com/hc/en-us/articles/115003118426-Running-multiple-instances-of-Unity-referencing-the-same-project)
Anyway, I need to run the standalone instead of the editor because is lighter and you can execute more instances without melting the pc.