Matchmaking - Guide

Allow game makers to create multi-user experiences [SOCL-Matchmaking-02]

To create a Matchmaking experience with Beamable, using the SimGameType content type is required. It allows deep configuration and customization.

Steps

Follow these steps to get started:

Step

Detail

  1. Setup Beamable

• See Step 1 - Getting Started

  1. Setup Content

• The content type related to Matchmaking is the SimGameType. It defines the parameters for the match to be created.

Note: See Setup Content below for more info

  1. Create C# multiplayer-specific logic

• Access Local Player Information
• Create Multiplayer Session
• Handle Events
• Send Events

Note: See Multiplayer - Code for more info

  1. Create C# game-specific logic

• Convert input to events
• Gracefully handle network latency
• Convert events into graphics and audio rendering
• Handle game logic (e.g. win/loss conditions)

Setup Content

The content type related to Matchmaking is the SimGameType. It defines the parameters for the match to be created.

Name

Detail

  1. Teams

Name - Arbitrary name
MaxPlayers - Maximum players allowed
MinPlayers - Minimum players allowed

  1. Numeric Rules

Match to players who have an approximate game.private.player stat value

Property - The stat name
Max Delta - Largest stat value difference which will allow a match
Default - Value used if no stat value exists

  1. String Rules

Match to players who have an exact game.private.player stat value

Property - The stat name
Value - Required value to allow a match

  1. Leaderboard Updates

Leaderboard - The reference to update
Scoring Algorithm - (Advanced use cases)

  1. Rewards

Start Rank - The best rank to be rewarded
End Rank - The worst rank to be rewarded
Reward - The type and amount of the reward

Misc

MaxPlayers - This is deprecated
WaitAfterMinReachedSecs - Duration to wait if match found (with just the minimum players)
MaxWaitDurationSecs - Duration to wait if no match found


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