Hello everyone!
I am trying to create some sort of private voice chat feature.
Here is my logic :
1) Every player will be listening to group 0 (default - global) and another group that derives from his unique actor id.
2) When a player wants to say something privately to another, then he will simply switch to the target's group using the target's actor id.
So at any point in time all players can hear what everyone else is saying + private whispers.
In order to test that, I did the following. On one client on start I do the following :
myPhotonVoiceNetwork.GetComponent<PhotonVoiceNetwork>().Client.OpChangeGroups(null, new byte[1] { 3 });
(Now Client no 1 should be able to listen to both groups 0 and 3)
Then on the other client during runtime (within the Unity Editor) I change the Recorder's interest group to 3.
But it doesn't work. When the interest group is 3 the first client can not hear me anymore.
Any thoughts?