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POST
Join Arranged Lobby

Authorizations

X-EntityToken
string
header
required

This API requires an Entity Session Token, available from the Entity GetEntityToken method.

Body

application/json

Request to join an arranged lobby. Only a client can join an arranged lobby.

Request to join an arranged lobby. Only a client can join an arranged lobby.

ArrangementString
string
required

A field which indicates which lobby the user will be joining. This field is opaque to everyone except the Lobby service and the creator of the arrangementString (Matchmaking). This string defines a unique identifier for the arranged lobby as well as the title and member the string is valid for. Arrangement strings have an expiration.

MaxPlayers
number
required

The maximum number of players allowed in the lobby. The value must be between 2 and 128.

MemberEntity
object
required

The member entity who is joining the lobby. The first member to join will be the lobby owner.

RestrictInvitesToLobbyOwner
boolean
required

A setting that controls whether only the lobby owner can send invites to join the lobby. When true, only the lobby owner can send invites. When false or not specified, any member can send invites. Defaults to false if not specified. Restricted to client owned lobbies.

UseConnections
boolean
required

A setting to control whether connections are used. Defaults to true. When true, notifications are sent to subscribed players, disconnect detection removes connectionHandles, only owner migration policies using connections are allowed, and lobbies must have at least one connected member to be searchable or be a server hosted lobby with a connected server. If false, then notifications are not sent, connections are not allowed, and lobbies do not need connections to be searchable.

AccessPolicy
enum<string>

The policy indicating who is allowed to join the lobby, and the visibility to queries. May be 'Public', 'Friends' or 'Private'. Public means the lobby is both visible in queries and any player may join, including invited players. Friends means that users who are bidirectional friends of members in the lobby may search to find friend lobbies, to retrieve its connection string. Private means the lobby is not visible in queries, and a player must receive an invitation to join. Defaults to 'Public' on creation. Can only be changed by the lobby owner.

Available options:
Public,
Friends,
Private
CustomTags
object

The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).

MemberData
object

The private key-value pairs used by the member to communicate information to other members and the owner. Visible to all entities in the lobby. At most 30 key-value pairs may be stored here, keys are limited to 30 characters and values to 1000. The total size of all memberData values may not exceed 4096 bytes. Keys are case sensitive.

OwnerMigrationPolicy
enum<string>

The policy for how a new owner is chosen. May be 'Automatic', 'Manual' or 'None'. Can only be specified by clients. If client-owned and 'Automatic' - The Lobby service will automatically assign another connected owner when the current owner leaves or disconnects. The useConnections property must be true. If client - owned and 'Manual' - Ownership is protected as long as the current owner is connected. If the current owner leaves or disconnects any member may set themselves as the current owner. The useConnections property must be true. If client-owned and 'None' - Any member can set ownership. The useConnections property can be either true or false.

Available options:
None,
Automatic,
Manual,
Server

Response

code
integer

The Http status code. If X-ReportErrorAsSuccess header is set to true, this will report the actual http error code.

status
string

The Http status code as a string.

data
object
Last modified on October 1, 2026