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Late init of the Univoice in Mirror #55

@kirkokuev

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@kirkokuev

Hello, we have a problem with Univoice initialization in following scenario:

  1. Players are starting in offline scene - no voice chat initialization here
  2. Host creates session and goes into Lobby (Online scene) - still no voice chat initialization here
  3. Clients are connecting to newly created session and spawn in the lobby (Online) - no voice chat here
  4. Host starts gameplay and goes into gameplay scene (Online) - here we are initializing voice chat
  5. Clients are spawning in gameplay scene and start communicating here

The problem is that Univoice only detects and create peers when clients are connecting for the first time (it should be already initialized at this point), but if we have some clients already connected and we try to initialize voice chat it won't detect already exisiting clients and will not create audiosources etc.

Maybe there is a way to force Univoice to get all existing connections and recreate all peers and audiosources? I haven't found any way to process this use case.

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