void Start()
{
//STEP1: set up our member variables
//first access to this will boot up the library and create a UnityCallFactory
//game object which will manage everything in the background.
if (UnityCallFactory.Instance == null)
{
//if it is null something went terribly wrong
Debug.LogError("UnityCallFactory missing. Platform not supported / dll's missing?");
return;
}
//Use this address to connect. Watch out: you use a generic name
//and someone else starts the app using the same name you might end up connecting to
//someone else!
address = Application.productName + "_MinimalCall";
//Set signaling server url. This server is used to reserve the address, to find the
//other call object, to exchange connection information (ip, port + webrtc specific info)
//which are then used later to create a direct connection.
//"callapp" corresponds to a specific configuration on the server side
//and also acts as a pool of possible users with addresses we can connect to.
netConf = new NetworkConfig();
//e.g.: "ws://signaling.because-why-not.com/test"
netConf.SignalingUrl = ExampleGlobals.Signaling;
//possible stun / turn servers. not needed for local test. only for online connections
//netConf.IceServers.Add(new IceServer("stun.l.google.com:19302"));
SetupReceiver();
}