Lobby & Matchmaker
InformationThis is an early version and this behaviour could be changed in a future release. Feel free to submit your ideas on how to improve this.
Social Matchmaker Queues offer the ability to assign players to subqueues of already defined queue.
Sample flow of matching friends:
- Player 1 chooses queue
Defaultwith a randomized suffix (i.e.:
3c2t35bMyPwDc5Lt) and uses it in their game
- Player 1 passes this information to Player 2
- Player 2 uses information about queue received from Player 1
- Player 1 and Player 2 join this queue
- Player 1 and Player 2 are matched into the same match
- Flow of joining continues as normal
queueNamehas to be name of a queue defined in Elympics (using Panel or CLI).
You just use
queueName:suffix instead of
Actions & events
bool success, string userId, string jwtToken, string error
PlayOnline(float matchmakerData = null, byte gameEngineData = null, string queueName = null, bool loadGameplaySceneOnFinished = true)
Action<(string MatchId, string TcpUdpServerAddress, string WebServerAddress, string UserSecret, List<string> MatchedPlayers)>
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