Guide to the Unity Matchmaking Backend

Quick heads up, if you’re using Unity 5.1.1f or any version before that, you must update to 5.1.1p2 or later here. I also heard that if you made your project using a beta version of Unity you may have to create a new project and copy your Assets over. Not confirmed, just some troubleshooting I saw.

Furthermore, if you haven’t read the Unity 5 Networking manual yet, please do so now because I won’t explain any of that stuff and will assume you understand the concepts there.

Here are some insights I have into getting matchmaking to work. It’s been a pain but I think I have it working perfectly now.


First off, head to the Unity Multiplayer Service page and sign up and create a project. Open up a notepad application and copy paste your cloud project id and UNET ID. These are not the same. The UNET ID is an integer below the cloud project id in very small text.

Now, go to your player settings (Edit->Project Settings->Player) and put in your cloud project id.

Open up a scene and create an empty GameObject. Add the components NetworkManager, NetworkManagerHUD, and a custom script, let’s call it NetworkCtrl. Set it up like the manual says.


In your script, get a pointer to your NetworkManager and call it mgr.

The function mgr.StartMatchMaker() basically instantiates mgr.matchmaker. You cannot use mgr.matchmaker without calling StartMatchmaker.
Wherever you call this function, be sure it looks like this
PlayerPrefs.SetString ("CloudNetworkingId", "XXXX");
mgr.StartMatchMaker ();
mgr.matchMaker.SetProgramAppID ((AppID)XXXX);

where XXXX is your UNET ID. If you don’t add your UNET ID it will probably still work in the Unity Editor but you will probably run into problems on mobile.

Now you’re all set to write your own HUD. See my guide to writing your own HUD for details on this.


Using DestroyMatch to Remove Your Hosted Games

You may run into this issue where you host a match, then leave, then join a match and see your old match still there. To solve this, use DestroyMatch. To do this, have two longs m_networkID and m_nodeID. The OnMatchCreate function’s CreateMatchResponse parameter has a networkID field. Store that in m_networkID. Likewise, the OnMatchJoined function’s JoinMatchResponse parameter has a nodeID field. Store that in m_nodeID. Wherever you disconnect from a server you joined, be sure to call.

if (this.isHost) {
this.mgr.matchMaker.DestroyMatch ((NetworkID)this.m_networkId, OnDestroyMatch);
} else{
DropConnectionRequest dropReq = new DropConnectionRequest ();
dropReq.networkId = (NetworkID)this.m_networkId;
dropReq.nodeId = (NodeID)this.m_nodeId;
mgr.matchMaker.DropConnection (dropReq, OnConnectionDrop);


isHost is a bool I set to true in OnMatchCreate.
Host id {0} has already been deleted
For some reason this error goes away if you close the Profiler.

Host id Out of Bound
You need to update to 5.1.1p2 or later. Read the top of the guide again for the link to the update download.

Dictionary Element with Key Already Exists
This issue is related to cleanly deleting your hosted game. If you don’t call DestroyMatch properly you will run into this issue. Implement DestroyMatch by reading the “Using DestroyMatch to Remove Your Hosted Games” section under Troubleshooting.

ListMatch Received Invalid Request for appId=Invalid
This issue usually occurs when you forget to set the cloud project id or UNET ID. If this is occurring even when you’re properly setting these two ids, then it means you need to upgrade to 5.1.1p2 or higher.

This issue happens sometimes on mobile. I believe this has something to do with the WiFi you’re on. I tested it on public wifi and sometimes I get this error. I don’t think this is yours or Unity’s fault, but rather the setup of the public wifi denying access to trust anchors.

FileNotFoundException at CreateMatchRequest
Your room name right now shouldn’t contain any special characters like “<". If you're using something Device Name, it might come back as "” which will result in this error. What I do is System.Guid.NewGuid()

Custom NetworkManagerHUD in Unity Networking

So I just tossed out a ton of deprecated Unity 4 networking code and replaced it with Unity 5 code, and I wanted to share it with you guys because the documentation on the official Unity site is a little lacking.

If you looked at the matchmaking docs and used that to implement your own HUD to control the NetworkManager, you would find that the behavior is different from the stock NetworkManagerHUD. This is rather misleading and caused me to waste a significant amount of time.

Ultimately, I looked at the actual code for the NetworkManagerHUD and found the correct functions to call. Strangely, this information is not on the NetworkManager reference page… Quite a large thing to overlook. Instead, look at the NetworkManager script reference page.

The functions that you will want to call if you want to create your own UI for the NetworkManager are the following

LAN Host
LAN Server Only
Stop Host
Enable Matchmaker

All of the relevant MatchMaker functions are in NetworkMatch documentation. The catch is, do not run your own callback function like it says in the MatchMaker guide. The code there is not the same as the code in NetworkManagerHUD. Instead, use the callback functions provided already in the NetworkManager. Again, these are missing from the docs.

NetworkManager.OnMatchCreate - pair this with NetworkMatch.CreateMatch
NetworkManager.OnMatchJoined - pair this with NetworkMatch.JoinMatch
NetworkManager.OnMatchList - pair this with NetworkMatch.ListMatches

There you have it, the tools to make your own UI for the NetworkManager.

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Photoshop is a very powerful image editing app but it has always lacked in one particular area; drawing stylized lines. If you use Photoshop CS, you know there aren’t any tools for drawing a dash or dotted line. You have to improvise a solution by playing around with the brush tool. Photoshop CC 2017 addresses this gap to some extent. The newer version lets you create custom stroke styles for paths and shapes and also comes with a preset dash and dot pattern. Here’s how the new feature works in Photoshop CC and how you can replicate it on Photoshop CS.
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