Comments (5)
Thank you for reporting this. We had a consistent repro, but it's gone now (we copied & pasted the code snippet above). Once we get the repro back, we'll investigate.
from interactive-unity-plugin.
on thing that i forgot to mention is that beamParticipants was just a list of participants that had hit a button to join the game.
from interactive-unity-plugin.
Thank you. We'll keep investigating.
from interactive-unity-plugin.
We think we know what the issue is. We'll get a fix for this.
from interactive-unity-plugin.
Thank you for filing this issue. We have fixed it in the issue in the latest release of the SDK. Let us know if you are still seeing issues.
from interactive-unity-plugin.
Related Issues (20)
- Minor Typo in Websocket.cs HOT 1
- any ETA on custom controls support ? HOT 5
- Custom Data from Interactive Events not passed along ? HOT 8
- invalid_client HOT 7
- DefaultSceneID is ignored unless Groups are setup HOT 1
- Clarification - per-player data/text/feedbackc HOT 22
- Bug in GetParticipantWhoGaveInputForControl HOT 5
- updateScenes doesn't seem to update anything? HOT 10
- So, I've had time to look at this again, and it still doesn't work - as I said initially, I am changing the participant's scene dynamically, so the old buttons aren't there, and the new buttons appear. But using updateControls just means that I get the error "unknown control id specified" HOT 3
- No way to detect subscribers or followers? HOT 2
- Unity Mixer Limitations ? HOT 2
- Thread safety issue? HOT 3
- websocket not open? HOT 16
- Chat support? HOT 8
- Inaccurate Mouse Positions from MixerInteractive.OnInteractiveCoordinatesChangedEvent
- Play live video streams
- Provide extensibility by allowing outside code to get message ID from same sequence
- Building for Linux
- InvalidOperationException: The current state of the connection is not Open.
- giveInput Error message for Mobile users using Joystick
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