Looking for Flexmatch process flow, How to and/or samples (Unity client)
based from here https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html
GameLift sends an onStartGameSession() for new game session, in the matched game, is this automatically called or should the client application still have to issue create Game session command?
Ive been following the code samples here: https://github.com/BatteryAcid/unity-custom-gamelift-client though it doesnt use flexmatch, it calls CreateGameSessionAsync() and in turn calls onStartGameSession in the custom gamelift server.
I cant seem to find example codes in unity that uses flexmatch in client side that has a complete process from, starting/looking for match, accepting match and starting a gamesession from that match.
I dont get the process and sequence in the client side and process.
Anyone can recommend a good resource?
The callback function, onStartGameSession
, that is defined by you and passed to ProcessReady
gets called whenever a game session is created by GameLift on whatever server process it chose to host that game session. There are many ways to create a game session. Flexmatch is one of them, or you can create a game session through one of the various methods, for e.g. CreateGameSessionAsync
, in the GameLift class in the AWS SDK.
Hey @REDACTEDUSER
Just make terminology clear in this flow, what you've been referencing to as a client is a GameLift client that calls GameLift AWS Service APIs. Usually this is its own service and not a game client that players will directly interact with.
This section of the docs has a pretty good flow of how FlexMatch works https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html#gamelift-match-howitworks Specifically, during this step is when onStartGameSession will be called (from the GameLift remote server to your game)
FlexMatch with a GameLift hosting solution: The game session queue locates the best available game server for the match. Depending on how the queue is configured, it tries to place the game session with the lowest-cost resources and where players will experience low latency (if player latency data is provided). Once the game session is successfully placed, the GameLift service prompts the game server to start a new game session, passing on the matchmaking results and other optional game data.
Relevant questions
AWS VPN Client - how does it open a browser for SSO ?
asked 4 months agoGamelift Unity Ubuntu Build Failed
asked 2 years agoLooking for Flexmatch process flow, How to and/or samples (Unity client)
asked 4 months agoHow implement Flexmatch in an event-based way?
Accepted Answerasked a year agoGameSparks and FlexMatch inquiries
asked 2 months agoSupport for Unity 2019 in GameLift Realtime Client SDK
asked 2 years agoSegregate logs in Opensearch based on accounts
asked 5 months agoGetting an error logging in with IdP in authorization code grant flow
asked 3 years agoHow to implement unity client to get notification from game session placement?
asked 10 months agoCreate client in Unity
Accepted Answerasked 5 years ago