Quick answer: Initialize and log into Vivox first, await login completion, then join the channel with a valid token, and handle the channel-state callbacks before assuming voice is connected.
Players who never hear each other on Vivox usually had the channel join fired before login finished. Initializing the service, awaiting login, and only then joining the channel with a valid token gets everyone into voice.
How to fix it
1. Initialize and log in first
Call the Vivox initialize and login flow and await its completion before issuing any channel join; a join against an unauthenticated session fails quietly.
2. Join with a valid token
Voice channel joins require a fresh, correctly scoped token. An expired or wrong-scope token rejects the join, so fetch the token right before joining.
3. Wait on channel-state callbacks
Treat voice as connected only after the channel reports a connected state via its callbacks, rather than immediately after calling join, which is asynchronous.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.