Learn the terminology and key concepts used in the Multiplayer Services SDK documentation.
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Relay Allocation
An allocation is a request to reserve space on a Relay server for the host and the number of players the host is expecting to join their game (indicated with the
max_players
field in the
/allocate
request). After joining players join the host player’s allocation, they receive a unique allocation ID and are considered allocated.
Relay Allocation ID
A unique identifier of a player’s allocation on a Relay server.
Relay Allocations service
The entry point for interacting with the Relay service. It exposes a public-facing API that allows players to allocate a slot on a Relay server.
Best available Relay server
A Relay server that best fits the needs of an allocation request.
Connecting player
A connecting player (or joining player) is a player that wants to join a host player for a session on a Relay server.
Connection details
The connections details represent a player's connection to a Relay server and include the Relay server IP address, the Relay server port, the secret key, and the player's allocation ID.
Connection slot
A logical place on a Relay server that a player can connect to.
Datagram
A basic unit of data within a packet-switched network. A datagram typically consists of a header and payload. For more information, check out RFC 1594.
Dedicated game server
A game server hosted on a remote machine that multiple players can connect to by using a game client.
Friends system
A subsystem of a game that allows players to communicate with one another and to add players as friends.
Game client
Clients, or game clients, are executable programs that players use to play a game. Clients allow players to connect to other players to participate in a game match in multiplayer games.
Game match
In the Relay service, a session is an active match between multiple players connected through a Relay server. One player is the host player to which the other connecting players communicate using the Relay message protocol.
Host
A player who creates the lobby or assumes the role of host from another host.
Host player
A host player is a player that initiates a session on a Relay server and generates a join code to share with other players. There is only one host player per game match.
Idle timeout
An idle timeout disconnects a player from a Relay server when no Relay protocol messages are detected for a specific amount of time. Typically, the connection is kept alive as long as the game is running.
Inactive session (lobby)
Lobbies are marked as inactive if they haven’t been updated or sent a heartbeat request in the last 30 seconds. An inactive lobby can be reactivated by being updated or sending a heartbeat request. Inactive public lobbies do not appear in query results. A public or private lobby that has been inactive for more than one hour may be deleted at any time.
Join code
A simple, randomly generated code that allows connecting players to join a host player's game.
Lobby
The Multiplayer Services SDK uses lobbies as the underlying backend to store session data. When you create a session you also create a lobby.
Lobby data
Data specific to the lobby.
Lobby ID
Used when working directly with the Lobby SDK.A randomly generated ID, or a string set with
CreateOrJoinLobbyAsync
, assigned to a lobby when it's created to uniquely identify it. When joining a public lobby, the lobby ID is used to identify the lobby to join.
Maximum connections
An integer that indicates the maximum number of peer connections a client allows to communicate with them. This parameter must be less than or equal to 150.
Member data
Data that's only visible to players who have joined the lobby.
Multi-tenanted
Multi-tenanted refers to software architecture in which a single instance of a process runs on a server and serves multiple tenants. Relay servers are multi-tenanted.
Out-of-band
Out-of-band communication is communication that occurs outside of the game client. Examples of out-of-band communication include third-party chat services and spoken word.
Player
A player is an end-user connected to a game client who wants to play in a game match. In Relay, each game match has a single host player and one or more connecting players.
Player data
Data specific to the player in this lobby.
Player ID
A unique ID identifying a player connected to a Relay server. Because players can only communicate with other players within the same session, player IDs aren't globally unique.
Private data
Data that's only visible to an individual player who is in the lobby.
Private lobby
A lobby that doesn't appear in query results and is generally only accessible using a lobby code.
Public data
Data that's visible to anyone, including players who aren't in the lobby.
Public lobby
A type of lobby that's accessible to all players and appears in the query list.
Query filter
A filter that can be provided as part of a query request to limit the results returned to lobbies that match specific properties.
Query list
A list of available public lobbies returned by a search query.
Quick Join
Players can use this to quickly find and join a lobby without having to manually select a specific lobby from a query list.
Relay
Unity Relay offers a way for game developers to securely provide increased connectivity between players by using a join code style workflow.
Relay IP
The IPv4 IP address of the Relay server
Relay port
The port of the Relay server.
Relay server
A server within the Relay service that relays messages between multiple players. Relay servers ensure that game clients don't need to keep track of each player's network information.
Relay server capacity
The total number of open connection slots for new players on a Relay server.
Replay attack
A replay attack, or playback attack, is a network attack in which valid data transmissions are maliciously repeated or delayed.
Requesting client
A requesting client is the game client of a connecting player—the requesting client requests to join a target client on a Relay server for a session.
Session
A session is a high-level abstration lever that manages the Lobby, Relay, and Matchmaker services. Sessions manage the entire multiplayer lifecycle by automatically combining Lobby, Relay, Matchmaker, and your networking library (Netcode) into a single unified system.
Session code
A randomly generated alphanumeric code or a string set by 'CreateOrJoinSessionAsync' that players can share with other players to join a private session (lobby). If the session code doesn't already exist a new session is created.
Target client
A target client is the game client of a host player—the target client is the target of a request from a requesting client to join a session on a Relay server.
Turn-based game
A game in which players take turns making moves instead of making moves or decisions simultaneously. Turn-based games have less need for low latency communication than real-time games.
UGS
Unity Gaming Services. The term used to refer to Unity services.
Unity project ID
The unique identifier of your Unity project.
Unity Transport Package
A modern networking library built for the Unity game engine to abstract networking. UTP allows developers to focus on the game rather than on low-level protocols and networking frameworks.