Comments (5)
I'm not renting a server for the sample app. In that, one user creates a server locally on the wifi and the other joins it. Since the server user is on WLAN, the client user also must be on WLAN. There's no signalling server in Telepathy. It just has a client-server with IP address "localhost"
If you host a Telepathy app on a server and get users to connect to it via its IP address, they would connect regardless of their them being on wifi or cellular and should be able to connect from anywhere globally. But that's Telepathy specific stuff, univoice doesn't have anything to do with it, it just needs an IP address to connect to. The telepathy docs have some tutorials you can refer to. You'd have to make a server build (windows or linux depending on your servers OS) that the clients can connect to.
from univoice.
- is it working with IPv6 or not?
- is it really hosted by one user? so what is the signaling server? how can we host our server?
- can we connect it to google webrtc and firebase?
from univoice.
We need to host a call on the server but you wrote on Reddit:
There is no server, the server just establishes a direct connection between the peers and then gets out of the way.
Does that mean we cannot let users connect from everywhere?
Does that mean for any call it should be one traffic host? how can we resolve it?
we want the server handles the traffic
from univoice.
Hey @miladxandi the reddit post is pretty old and from UniVoice v1. It used airpeer, a webrtc library where I was hosting the signalling server
Now univoice is network agnostic, whereas the airpeer based webrtc network implementation is no longer recommended due to the following reasons:
- native libs used in airpeer were not IL2CPP compatible
- there were several issues with NAT punching, probably what is causing the cellular-wifi issue you describe. Such issues are common with webrtc and need fallbacks
Unity has its com.unity.webrtc package that might be a better fit for peer to peer.
Univoice works with any underlying network as long as you make a IChatroomNetwork
implementation of it. Currently the ones that work best are mirror and telepathy based ones that you can look into. Note that this would require you to host your own server that can create chatrooms.
Next gen of univoice (v4) is on the way with several improvements, which you can wait for. Otherwise DM be on Discord adrenak#1934
where I can help you out more.
from univoice.
I mean I couldn`t connect two devices from different networks! what is the reason for it? your sample project is based on Telepathy only?
Are that sample project and its signaling server supported by an open network connection? even outside of the local network?
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Related Issues (20)
- No room code HOT 2
- Does it work in mobile devices plzz answer HOT 2
- Tutorial plzz for Android devices HOT 1
- Can't access peer output on peer join
- Sample Scene,where is it ? HOT 4
- You can create a sample for com.unity.webrtc? HOT 1
- Voice Sdk
- Is it possible to use Mirror with Univoice? HOT 8
- PC build works fine, but Android doesn't HOT 6
- Support AudioMixer or AudioFilter HOT 3
- Is there a way for user data transmission? HOT 2
- Voice sounds "crackly" HOT 1
- How can I Set Turn Server in univoice ? HOT 2
- Host on server HOT 1
- Guide for Netcode for Gameobjects? HOT 2
- How use Univoice with Fish-Net HOT 1
- Sample for other audio input then mic? HOT 1
- Can I run this on HoloLens 2 ? HOT 1
- Does univoice support IL2CPP? HOT 1
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