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[Multiplayer] Why do matchmaking docs hint it 100% "creates" a server rather than also join? I am a bit confused
If matchmaking, thinking "League of Legends" style, shouldn't it first search for a suitable server, THEN host if none are available?
I am very confused by this post made by a Unity rep - since he wasn't seen since last Feb, I thought I'd ask here since I don't expect an answer from that thread. I asked:
"Through the Matchmaker by clicking Create after entering a name"
If you are matchmaking, why would you need a name? Also "Create" sounds more like you are exclusively hosting a server rather than potentially joining an existing server through other matchmakers, too. Am I misunderstanding how Matchmaking works?
"List Servers" (if the match was created with Matchmaker)"
This is also confusing - I'm more thinking about League of Legends matchmaking - why would matchmaking create a server list? Wouldn't there be a greater chance, while matchmaking, to JOIN a server (rather than create one)?
Thanks @UnityGuillaume
Answer by UnityGuillaume · Nov 10, 2016 at 10:23 AM
Ok, quick clarification :
Matchmaking in the API is a bit of a misnomer, because it actually merge both server listing and matchmaking under that same name.
The sample is a very basic one that only use the server listing one : you create a match, which get registered into Unity Multiplayer service server, so that other can query that server for currently existing matchs and get a list of those. Unity server then take care of linking the two computers.
Now, you can't have a one solution fit all for matchmaking, as it is highly dependent to your game (you need a way to give a "skill score" to your player depending on how well they do in your game, which in turn depend to what your game is about). Unity use the Elo rating system (https://en.wikipedia.org/wiki/Elo_rating_system)
The way to do a "League of Legend" matchmaking system would then be :
compute a Elo score for your players (no idea how to, kill/death ratio, number of game won etc..)
When that player click on "Find match"
use the eloScore parameter into the matchmaker ListServer function
- check the eloRating of the highest matchs (the closest match), now
if that rating is close enough to the player's rating, make him join the match
if the rating is too far OR there is no match return, create a match throught CreateMatch, given the player elo score as the server elo score
Thanks @UnityGuillaume --
To elaborate a bit further, I made a new Unity Answers post. Feel up to taking a look for follow-up questions regarding the flow of a non-Elo matchmaker?
http://answers.unity3d.com/questions/1271635/multiplayer-lobbystagingmatchmaking-flow-quickstar.html
Cheers :)
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