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# helpdesk
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cc @boundless-energy-78552
b
Hey, the demo only works on the WebGL platform
l
won’t it compile on Unity Editor?
b
It seems like you're launching it inside the editor
l
yah
b
At the moment it is not supported, we plan to have a Native Unity SDK for the end of the year 😄
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l
Ok So if I am developing a Unity project, that is supposed to be in shipped in 3 weeks, should I am not learn on LiveKit? Alternatively, what development workflow do you recommend for testing
b
My workflow while working on WebGL is to use C# preprocessor directives to prevent unsupported code to be run on the Unity Editor
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l
thanks Theo for the guidance here I was able to compile the repo on WebGL and run it on localhost
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Would take a deep dive from here and followup
thanks for the quick responses so far, excited to discover how far I can push LiveKit Love the thesis on having Voice + Video + WebGl working out of the box I want to see how much can the browser handle as #players scale
i have looked at lot of people’s code and still sifting through it, whoever wrote this, kudos to having a code/style standard lol
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I started looking at the Room API Found this example, Am I correct to assume that the room API won’t be supported in Unity Editor as well?
b
Yes, that's right!
l
oh ok, so then as I am developing my Unity application, is this the recommended workflow? 1. Build out single player experience in Unity (test it out) 2. Use existing template to hook up Room API, networking, voice, video and test via publishing to WebGL? Asking bc if I understand correctly, testing the LiveKit SDK pieces on Unity Editor is not feasible at this moment (prior to Native Unity SDK launch) Please let me know if I am mis characterizing something
b
Yes, this workflow works well, I used the same approach while coding the Unity Demo
It can be a little frustrating, but everything should be settled by the end of the year
However, the API may change a little
l
Got it, appreciate the upfront communication Theo Ya the dev workflow doesn’t look pretty at the moment, but I see the plan for Unity SDK I have to deliver a sizable customer project by Dec 15th. I was planning on LiveKit because they are asking 100 - 300 people in room with voice and video chat. LiveKit fits nicely into that use case but I am little hesitant at the moment What do you recommend on the timing? Is the Unity side of things supported at the moment? Or perhaps I should consider LiveKit for future projects?
b
Everything is under development, I can't provide a beta version at the moment, the current SDK will work fine with the number of people in the room. The timing depends on the progress of your project, I don't have the answer to your question
l
Thanks Theo for sharing that. I think you answered partially already, so good to know 1. LiveKit and the current SDK can support 100-300 people in production 2. We need to develop a bit more confidence with the current dev workflow because of the testing challenges/ unable to launch the full experience in editor. It might slow down the dev workflow too much. I will report back on this as the team dives into it
Appreciate the quick responses so far!
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One small suggestion If the Unity SDK is a big eng effort to release, consider writing a Mock / Stub for Network manager that can be used to simulate 1 RemoteParticipant - it would increase the workflow / productivity on Unity a lot…
b
My workflow is to use livekit-cli to create a participant
You can also publish videotracks
l
I saw that on docs somewhere (i think) and I defintiely want to use that to publish a screensharing, position packets, audio;/video tracks That works when testing the app once it is published and not on Unity Editor (unless I am missing something 😅) My suggestion was on making LiveKit work on Unity Editor
b
Ohh I see, yes, when the beta version of the Unity SDK Multi-Platform is released, it'll be possible 😄 !
l
1. What are the rough timelines for Unity SDK release 2. When you say Multi-platform, are you saying LiveKit might work on Unity publishing to Mac / Windows / Mobile apps etc
b
1. The end of the year 2. Yes, all platforms, but we are mainly focusing Windows for the beta version
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l
#1 - thanks #2 - that would be very cool, we were going to use something else because lack of desktop support, keen to see it work on Desktop platforms 🙂
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