Channel Identifiers For Large Scale Games • Vivox Core SDK • Unity Docs
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Channel Identifiers For Large Scale Games
Use channel identifiers for large-scale game servers with Vivox.
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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-groupFor 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.