Unity3d matchmaking

Scripting API

My question may be very basic.

Unity3d matchmaking

However, I've been checking the documentation and tutorials for a while and am still not sure if my concept is feasible using PlayFab so I'd need some feedback here. The idea is the following: Let's assume he or she chooses player mode. He or she is registered for the championship using CloudScript as some kind of master server. Once 16 players come together for the upcoming championship, CloudScript tells the players that championship is about to start. CloudScript arranges the players in pairs 8 pairs in total and starts 8 different game instances using the uploaded custom game server Unity in PlayFab.

When the different game instances finish, they let CloudScript know the result.

[UNITY5] - MatchMaking with PHOTON

Then, CloudScript arranges new player pairs within the same championship and starts next game round with the required number of game instances. No, Cloud Script isn't a master server or matchmaker, so that wouldn't work precisely as described.

[Solved] How to do match making? - Unity Forum

But that doesn't mean your goal can't be reached with PlayFab. Rather than go with a specific implementation from the start, it's best to start with the design goal, and work top-down to find the right way to handle it. In this case, you want to have players entering the game be able to select from a list of ways to play the game. Once they select a mode, that mode dictates how matchmaking occurs.

Part of your design is a championship mode where a pool of players play against each other in pairs, using some type of match-up approach random, everyone-plays-against-everyone, ladder where players would play in game instances, then come back to the main "room" to wait on their next opponent. There are a number of potential approaches to this:. One way would be to run the whole thing in one custom game server, where all the players join, and the actual matches are sub-sessions within the "master" game session.

This would have the advantage of being fairly simple, and would allow you a simple means to then connect a player not in a match to the data stream for a match in progress, to observe it.

Once all the matches are complete, that server would then report the results. Another way would be by having two different custom game server builds - one for the "lobby", which would act more like a chat server while players were waiting on matches, and one for the "match", which players would be sent to with their specified opponents.


On host, after clicking on "Create Internet Match" button there's no change in the HUD, only a log is printed in the console: On client, after clicking on "Find Internet Match", nothing happens. Unlike the manual says, no "Join Internet Match" button appears. I already have the NetworkManager project set up in https: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.

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