← Files UnityARCHIVED FILE
skills/setup-multiplayer-services/references/examples.md
1.61 KB · Oct 2, 2026 · 00:33 UTC
## Examples: user-facing language These illustrate **User-facing questions and explanations** in [implementation-fit.md](implementation-fit.md). They are for prose to the user, not for code or file edits (those may use real API names). ### Clarifying questions **Bad (SDK / product vocabulary):** - "Do you want to use **Lobby** for the server list, or **Sessions** only?" - "Should we call **`QuerySessionsAsync`** or **`MatchmakeSessionAsync`**?" - "Do you need **Relay** or is **direct** fine?" **Good (game / product terms):** - "Should players **see a list of open games** and pick one, or **join with a code or invite** only?" - "Should matchmaking be **automatic** (the game finds opponents for you) or **manual** (players choose a room)?" - "When two players are on different home networks, is **mediated connectivity** (no open ports on a router) a requirement?" ### Explanations and plans **Bad (splitting named backend products):** - "We'll use **Lobby** for metadata, **Relay** for NAT traversal, and **Matchmaker** for ranked." - "**Sessions** wraps **Lobby** so you don't need **Lobby** directly." **Good (plain language, same ideas):** - "We'll keep **room metadata** (map, rules) in one place, use **brokered connectivity** when direct links are unreliable, and **automatic pairing** for ranked." - "The **main multiplayer package API** can own **room state and joins** so you don't add a second room system on top." ### When the user already named a product If they wrote e.g. "we're on **Relay** already," you may **mirror their wording** in discussion; still avoid **extra** product enumeration they did not ask for.
SHA-256: e4060fa19ad1b3537af84827109ac5ae59dffee32d977b052c8e1009d26d8ee8