文档

Development

User Acquisition

Monetization

工业

Vivox Core SDK

Vivox Core SDK

此页面不支持所选语言。
Vivox
​
​
Vivox Core SDK
  • Overview
  • Before you begin
  • Get started
  • Release notes
  • Developer Guide
    • Client SDK basics
    • Channels
      • Channel name criteria
      • Channel types
      • Echo channels
      • Positional channels
      • Volume differences
      • Channel identifiers for large scale games
      • Participant events
      • Channel webhooks
      • Join a channel
      • Leave a channel
      • Kick a user from a channel
      • Manage session groups
      • Audio injection
      • Methods for setting audio levels
      • Derumbler
      • Automatic connection recovery
    • Presence management
    • Messaging
    • Manage audio
    • Couch co-op
    • Android app development
    • iOS app development
    • macOS app development
    • Windows app development
    • Real-time recording
    • Speech-to-text audio transcription
    • Text-to-speech
    • Troubleshooting
  • Reference
  • Privacy overview
  1. Vivox Core SDK documentation

Channel Identifiers For Large Scale Games

Use channel identifiers for large-scale game servers with Vivox.
阅读时间1 分钟
最后更新于 8 个月前

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
Caution: Failing to follow these guidelines might result in multichannel users not all being co-located on the same shard.

Copyright © 2026 Unity Technologies
法律信息隐私政策CookiesDocumentation Terms of Use请勿出售或分享我的个人信息您的隐私选择(Cookie 设置)

“Unity”、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属公司在美国和其他地方的商标或注册商标(此处查看更多信息)。其他名称或品牌是其各自所有者的商标。

为方便起见,一些页面是机器翻译的,可能包含不准确的内容。如有信息不一致的情况,以英文版本为准。


    报告此页面的问题
    ​
    ​