Generate Vivox access tokens and choose the right channel type (positional, group, or echo) for a game's voice chat

domain: docs.vivox.com · 5 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗

Steps

  1. Decide the channel type per use case: 3D positional channels for proximity-based world voice, group (non-positional) channels for level-wide/team voice, and echo channels (identified by "-e-" in their SIP address) for microphone/connectivity test rooms.
  2. For positional channels, set the channel's audible distance, conversational distance, and audio fade model parameters when creating the channel so attenuation matches your game's scale.
  3. Generate a signed access token, using your Vivox issuer credentials and a token signing key, that grants join rights to a specific user URI and channel URI with an expiration time.
  4. Pass the generated token to the client SDK's login/join call so the client can authenticate to the Vivox backend without exposing your signing key on-device.
  5. Use the SDK's debug token generation helper only for early testing without a token server, and replace it with server-side token generation before shipping.

Known gotchas

Related routes

Set up positional and group voice channels using the Unity Vivox SDK
unity.com · 5 steps · unrated

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