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Mixer and Xbox One
This page is meant to provide useful information to those working with Mixer and Xbox Live.
To test with accounts from your sandbox, you can add this query parameter: “sandbox=” to the URL. For instance: https://mixer.com/?sandbox=XDKS.1
IMPORTANT: Sandbox IDs are case sensitive! Note: the uppercase in "XDKS.1". "xdks.1" will not work!
This will allow you to log into Mixer with your Xbox Live test accounts.
To log in:
- Click the Login button in the upper, right.
- In the dialog, click the Log in with your Microsoft account button.
- This will show a second dialog where you can enter your credentials for your Xbox Live test account.
If you encounter this error message "There was an error logging you in: Content isolation not authorized." make sure you are not logged into Mixer in another tab or browser with a non-sandbox account. The easiest way to get around this is to open an in-private browser session.
Note: the following functionality will be available in the next SDK release in approximately the 2nd week of May
On Xbox One, there might be more than one signed in user. The SDK will get the "current user" (Windows::Xbox::ApplicationModel::Core::CoreApplicationContext::CurrentUser). This will be correct most of the time, but not all the time. In order to be 100% accurate, the SDK allows you to set the Token to use when authenticating. The code would look like:
#if UNITY_XBOXONE && !UNITY_EDITOR
MixerInteractive.Token = <token, the value you get from GetTokenAndSignatureAsync API>;
#endif
MixerInteractive.GoInteractive();
If you are using the Unity plugin for Xbox Live, you will have issues with duplicate DLLs.
The error will look like this for the Editor:
error CS1703: An assembly `Newtonsoft.Json' with the same identity has already been imported. Consider removing one of the references
Assets/MixerInteractive/Source/DLLs/Win32/Newtonsoft.Json.dll (Location of the symbol related to previous error)
Assets/Xbox Live/Libs/Unity/Newtonsoft.Json.dll (Location of the symbol related to previous error)
Compilation failed: 1 error(s), 0 warnings
If you build for UWP, you will get this error:
Plugin 'Newtonsoft.Json.dll' is used from several locations:
Assets/Xbox Live/Libs/UWP/Newtonsoft.Json.dll would be copied to <PluginPath>/Newtonsoft.Json.dll
Assets/MixerInteractive/Source/DLLs/UWP/Newtonsoft.Json.dll would be copied to <PluginPath>/Newtonsoft.Json.dll
Please fix plugin settings and try again.
UnityEditor.Modules.DefaultPluginImporterExtension:CheckFileCollisions(String)
UnityEditorInternal.PluginsHelper:CheckFileCollisions(BuildTarget) (at C:/buildslave/unity/build/Editor/Mono/Plugins/PluginsHelper.cs:25)
UnityEditor.HostView:OnGUI()
The simplest way to solve this problem is to disable the duplicate DLLs from the Xbox Live Plugin. Here's how to do that:
- Go to Assets/Xbox Live/Libs/Unity and select Newtonsoft.Json.dll.
- In the inspector, uncheck the checkbox for Editor and click Apply. You want to make sure none of the boxes are checked. This will disable the duplicated dll.
- Go to Assets/Xbox Live/Libs/UWP and select Newtonsoft.Json.dll.
- In the inspector, uncheck the checkboxes for Standalone and WSAPlayer and click Apply. You want to make sure none of the boxes are checked. This will disable the duplicated dll.
Note that you don't need to broadcast to test interactive. Interactive controls and video are two independent features. But you can broadcast if you want.
If you're broadcasting from your DevKit you'll be automatically placed in Test Stream mode. You want to make sure that your game has a Title ID and Service Configuration ID. If it doesn't, broadcasting won't work.
Video is not showing the right frames If you are broadcasting from Xbox and you see test frames (the astronauts in the living room) this is because your game is not released yet and Xbox Live is blocking the broadcast. If you want to see the frames, you can go to the developer portal and change the embargo settings to allow broadcasting.
An alternative is to use a capture card instead of the guide to broadcast.
The most popular workflow though is to work with the test frames. Since the interactive controls show up and the Xbox is usually close enough to see, the video isn't necessary for testing and development.
There are no certification requirements for Mixer. Mixer functionality will not be tested during certification.