Documentation

Development

User Acquisition

Monetization

Industry

Vivox Unreal SDK

Vivox Unreal SDK

Vivox
​
​
Vivox Unreal SDK
  • Overview
  • Get started
  • Release notes
  • Developer guide
    • Set up your project
    • Unity Authentication Service in Unreal
    • Create voice and text channels
      • Channel management
      • Channel name criteria
      • Channel types
      • Positional channels
      • Channel identifiers for large scale games
      • Participant events
      • Join a channel
      • Leave a channel
      • Channel webhooks
      • Audio injection
      • Automatic connection recovery
    • Messaging
    • Audio management
    • Muting
    • In-game moderation
    • Android app development
    • iOS app development
    • Server-side recording
    • Speech-to-text audio transcription
    • Text-to-speech
    • Real-time recording
    • Transmission
    • Troubleshooting
  • Tutorials
  • Reference
  1. Vivox Unreal SDK documentation
  2. Channels

Channel identifiers for large scale games

Use channel identifiers for large-scale game servers with Vivox.
Read time 1 minute
Last updated 8 months ago

If either of the following statements are true, then use caution when constructing your channel identifiers:
  • You expect your application to exceed 100,000 PCU
  • You expect to use the multichannel feature
You can split large scale games across multiple physical audio servers ("shards") at the discretion of Vivox Operations. Construct your channel identifiers to use the following format:
shard-group
For example, consider the application "Queen of the Death" (QotD), which allocates users according to geographical region, for example,"NA" for "North America". Assume that QotD joins a 3D channel for all participants in a match, and then also joins a 2D channel for members of a squad. In this case, the best practice for QotD is to apply the following criteria:
  • Use a hash to identify the match.
  • Include the region and match identifiers in the "shard" portion of the channel identifier.
  • Include the 3D and squad identifiers after the "shard" portion of the channel identifier.
The match identifier assigned for this match is
d0634bad1ca5a9cd
, and the 3D space is
tundra
. Further assume that squads are assigned integer IDs starting with 1.
  • 3D channel URI
    sip:confctl-d-issuer.NA.d0634bad1ca5a9cd-tundra@example.vivox.com
  • 2D channel URI for squad 1
    sip:confctl-g-issuer.NA.d0634bad1ca5a9cd-1@example.vivox.com
  • 2D channel URI for squad 2
    sip:confctl-g-issuer.NA.d0634bad1ca5a9cd-2@example.vivox.com
Note
Failing to follow these guidelines might result in multichannel users not all being co-located on the same shard.

Copyright © 2026 Unity Technologies
LegalPrivacy PolicyCookiesDocumentation Terms of UseDo Not Sell or Share My Personal InformationYour Privacy Choices (Cookie Settings)

"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S and elsewhere (more info here). Other names or brands are trademarks of their respective owners.

Some pages are machine-translated for convenience, and may contain inaccuracies. In the event of conflicting information, the English version is authoritative.


    Report a problem with this page
    ​
    ​