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Choose a room type

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.

  • A player starts a match and invites others with a room code.
  • The match should end when its host leaves.
  • You do not need an HTTP-created lobby record.
  • You do not need host migration.

The Unity transports create this room automatically when their server side starts without a pending host-promotion claim.

  • A backend or administration tool creates rooms before players connect.
  • Clients may wait in the room while no host is active.
  • The session should survive a host disconnect.
  • Room display names, visibility, or metadata are useful to your matchmaking layer.

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.