Lobby & Matchmaker

Play with friends or organize championships with our matchmaker!

Social Queues

Concept

Social Matchmaker Queues offer the ability to assign players to subqueues of already defined queue.

Sample flow of matching friends:

  1. Player 1 chooses queue Default with a randomized suffix (i.e.: 3c2t35bMyPwDc5Lt) and uses it in their game
  2. Player 1 passes this information to Player 2
  3. Player 2 uses information about queue received from Player 1
  4. Player 1 and Player 2 join this queue
  5. Player 1 and Player 2 are matched into the same match
  6. Flow of joining continues as normal

Usage

You just use queueName:suffix instead of queueName in ElympicsLobbyClient.PlayOnline method.

Actions & events

Authentication

ElympicsLobbyClient

  • Authenticate()
  • Authenticated event – bool success, string userId, string jwtToken, string error

Matchmaking

ElympicsLobbyClient

  • PlayOnline(float[] matchmakerData = null, byte[] gameEngineData = null, string queueName = null, bool loadGameplaySceneOnFinished = true)

ElympicsLobbyClient.Matchmaker

  • MatchmakingFinished event – Action<(string MatchId, string TcpUdpServerAddress, string WebServerAddress, string UserSecret, List<string> MatchedPlayers)>
  • MatchmakingError event – Action<string>