I am trying to set up some simple matchmaking but can't seem to get it working, or I do not understand how it is supposed to work.
Note that all my tests run on the same machine (both clients are started on the same machine) in case that makes a difference.
Authentication/ login works.
From my Unity script I call this when the player click the match making button. playerSkill=0 for both players.
new MatchmakingRequest()
.SetMatchShortCode(MatchShortCode)
.SetSkill(playerSkill)
.Send(OnMatchmakingRequest);
I would expect that the 1st client would create a match, since no one else has yet and that the 2nd client would be matched with him when I make that call on the 2nd client. But it does not seem to happen.
I get two entries in "pendingMatches".
I also added this cloud code to MatchFoundMessage but there is no logging related to this in script.log so I do not see how I would create a challenge as shown in the Heartstone example.
Have you read our guide on Matching Players ? You can find it here. You should review this and test this in the test harness before attempting it in Unity ? You can test the MatchMakingRequest in the test harness with two tabs open authenticated as two players. If you're still having issues let us know and we'll point you in the right direction here.
Have you read our guide on Matching Players ? You can find it here. You should review this and test this in the test harness before attempting it in Unity ? You can test the MatchMakingRequest in the test harness with two tabs open authenticated as two players. If you're still having issues let us know and we'll point you in the right direction here.
Regards,
Liam
L
Leslie Young
said
almost 4 years ago
omg. I totally misread what Min/Max means for the Thresholds and had it set up wrong. {facepalm} The threshold idea is pretty darn cool. Will certainly make use of it when I add ranking to players. Can close this.
Leslie Young
I am trying to set up some simple matchmaking but can't seem to get it working, or I do not understand how it is supposed to work.
Note that all my tests run on the same machine (both clients are started on the same machine) in case that makes a difference.
Authentication/ login works.
From my Unity script I call this when the player click the match making button. playerSkill=0 for both players.
I would expect that the 1st client would create a match, since no one else has yet and that the 2nd client would be matched with him when I make that call on the 2nd client. But it does not seem to happen.
I get two entries in "pendingMatches".
I also added this cloud code to MatchFoundMessage but there is no logging related to this in script.log so I do not see how I would create a challenge as shown in the Heartstone example.
Hi Leslie,
Have you read our guide on Matching Players ? You can find it here. You should review this and test this in the test harness before attempting it in Unity ? You can test the MatchMakingRequest in the test harness with two tabs open authenticated as two players. If you're still having issues let us know and we'll point you in the right direction here.
Regards,
Liam
- Oldest First
- Popular
- Newest First
Sorted by Oldest FirstCustomer Support
Hi Leslie,
Have you read our guide on Matching Players ? You can find it here. You should review this and test this in the test harness before attempting it in Unity ? You can test the MatchMakingRequest in the test harness with two tabs open authenticated as two players. If you're still having issues let us know and we'll point you in the right direction here.
Regards,
Liam
Leslie Young
The threshold idea is pretty darn cool. Will certainly make use of it when I add ranking to players.
Can close this.
-
Documentation Notes
-
Design issues with user events
-
Using NoSQL
-
Runtime Collections vs Metadata Collections
-
Anonymous authentication from browser app
-
Modules
-
Movement With Unity
-
Problem with url parameters for downloadables
-
Querying NoSql GameSparks database
-
Challenge accesType
See all 2486 topics