Lobby & Matchmaker
Play with friends or organize championships with our matchmaker!
Information
This 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 Queues
Concept
Social Matchmaker Queues offer the ability to assign players to subqueues of already defined queue.
Sample flow of matching friends:
- Player 1 chooses queue
Default
with 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
Usage
Warning
queueName
has to be name of a queue defined in Elympics (using Panel or CLI).
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>
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Last modified September 29, 2022: Add production build script (b8cc0ff)