Ephemeral host-owned
The game host creates the room by starting its server transport. The relay removes the room and disconnects its clients when that host disconnects.
Every room has one host, a maximum number of clients, and an eight-character code. The difference is who creates the room and what happens when its host leaves.
Ephemeral host-owned
The game host creates the room by starting its server transport. The relay removes the room and disconnects its clients when that host disconnects.
Persistent reserved
A trusted service creates the room through the HTTP API. The room remains available without a host and promotes connected clients when a host is needed.
The Unity transports create this room automatically when their server side starts without a pending host-promotion claim.
Persistent rooms are kept in memory by the running relay process. They do not survive a relay process restart.
| Value | Used by | Purpose |
|---|---|---|
| Connection key | Every UDP peer | Authenticates a connection to the relay server. |
| HTTP admin token | Trusted backend or operator | Authorises every protected HTTP endpoint. |
| Room host token | Active room host | Authorises patch, delete, and kick operations for that room. |
| Host claim token | Promoted client | Allows that client to reconnect as the new host within 10 seconds. |
Continue with Create persistent rooms if your session needs reservation or migration.