Platform
Matchmaker integrations
Gameye connects natively to the matchmakers your game already uses. No SDK in your game server, no custom connectors, no middleware to maintain — the allocation handoff is documented, production-tested, and supported.
Updated July 1, 2026
When your matchmaker finds a group of players, it needs to tell something to spin up a server. That handoff — from "match ready" to "server running" — is the most latency-sensitive moment in your player experience. Gameye implements the native integration interface for each major matchmaker, so the handoff is handled without glue code on your side.
Deploy a Cloud Code module to your Unity project and Gameye handles server allocation when a match is formed. Your matchmaking rules, queues, and ticket logic stay unchanged — only the hosting backend changes.
- Deploys via UGS CLI in ~15 minutes
- Works with existing Unity Matchmaker queues
- No SDK in your game server binary
Gameye implements Nakama's Go runtime Fleet Manager interface natively. Handles full session lifecycle: creation, player tracking, backfilling, and termination. Includes ping-based placement for latency-aware matchmaking.
- Go package:
github.com/Gameye/nakama-fleetmanager - Nakama 3.21+ required
- Works with matchmaker and manual session creation
Gameye is an official Capacity Provider in Pragma Engine's own codebase. Migrating a Pragma + Hathora stack means updating your Capacity Provider config — not rebuilding your matchmaking architecture.
- Official Capacity Provider plugin in Pragma's codebase
- Handles party formation → session allocation handoff
- Listed alongside GameLift and Multiplay in Pragma docs
Use PlayFab Matchmaking to group players, Gameye to run the servers. A backend bridge service connects the match result to a Gameye session allocation — no PlayFab GSDK required in your game server binary.
- Works with PlayFab Matchmaking queues (no auto-allocation)
- No GSDK or Azure dependency in your server binary
- Backend bridge pattern with polling or PlayStream events
Use FlexMatch for its matchmaking rules engine while running your game servers on Gameye instead of GameLift. Keep the matchmaker you know without the server SDK or AWS infrastructure lock-in.
- FlexMatch matchmaking rules engine preserved
- Game servers run on Gameye, not GameLift
- No GameLift Server SDK or AWS lock-in on the server side
Gameye's Session API is matchmaker-agnostic. Any backend that can make an HTTP request can allocate a dedicated game server. No SDK required. Full lifecycle guide with code examples, error handling, and a prerequisites checklist.
- REST API — works with any language or framework
- No Gameye SDK in your game server binary
- Region selection, session creation, player tracking, shutdown
Using Photon Fusion? Gameye is an officially documented hosting provider in Photon's own technical docs. Wrap your Fusion Dedicated Server in Docker and deploy it globally via the Session API. See the Photon Fusion integration →
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