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Note: You are viewing the Unity version of this topic. To view this topic for native development, see Matchmaking API (Native). To view this topic for Unreal development, see Matchmaking API (Unreal).
The following SDK methods for matchmaking are available to call from your client app. With these methods, you should wait for response messages before making additional requests. Making a call before the previous call has been handled creates a race condition that can cause unintended results.
ovr_Matchmaking_Enqueue2 adds the user to the matchmaking queue, the user will be continually re-enqueued until they are successfully matched or cancel the process. Match notifications will come in the form of an
ovrMessage_Notification_Matchmaking_MatchFound notification with the details of the match. Your app should be listening for notifications on the message queue, please see Requests and Messages for information about the message queue.
CreateAndEnqueueRoom2 creates and enqueues a user-created, multiplayer-capable, Room. Review the
CreateAndEnqueueRoom2 page for information about the parameters and return data structure.
CreateRoom2 creates a user-created multiplayer-capable Room.
EnqueueRoom2 adds User Generated rooms previously created by
ovr_Matchmaking_CreateRoom2 to the matchmaking queue.
Note: Private user-created rooms created by
Room_CreateAndJoinPrivate() cannot be upgraded to a matchmaking room or enqueued in the matchmaking service.
Matchmaking_Browse2 returns a list of rooms that the user can join. This call will not return all Rooms, only the rooms where the user meets the join criteria.
Cancels the matchmaking request. This can be called at any time in the matchmaking process. If the user has already joined the room you will need to call
Room_Leave to remove the user.
Use these methods after the match is over to report the results of the match for consideration in future matches.
After the match is over, you’ll want to report the results of the match for consideration in future matches.
To see how these APIs are used in a matchmaking implementation, see How to Implement Simple, Advanced and Browse Matchmaking.