Skip to main content
POST
Create Build With Process Based Server

Authorizations

X-EntityToken
string
header
required

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

Body

application/json

Creates a multiplayer server build with the game server running as a process and returns information about the build creation request.

Creates a multiplayer server build with the game server running as a process and returns information about the build creation request.

BuildName
string
required

The build name.

GameAssetReferences
object[]
required

The list of game assets related to the build.

MultiplayerServerCountPerVm
number
required

The number of multiplayer servers to host on a single VM.

Ports
object[]
required

The ports to map the build on.

RegionConfigurations
object[]
required

The region configurations for the build.

StartMultiplayerServerCommand
string
required

The command to run when the multiplayer server is started, including any arguments. The path to any executable should be relative to the root asset folder when unzipped.

AreAssetsReadonly
boolean

When true, assets will not be copied for each server inside the VM. All serverswill run from the same set of assets, or will have the same assets mounted in the container.

CustomTags
object

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

GameCertificateReferences
object[]

The game certificates for the build.

GameSecretReferences
object[]

The game secrets for the build.

GameWorkingDirectory
string

The working directory for the game process. If this is not provided, the working directory will be set based on the mount path of the game server executable.

InstrumentationConfiguration
object

The instrumentation configuration for the Build. Used only if it is a Windows Build.

IsOSPreview
boolean

Indicates whether this build will be created using the OS Preview versionPreview OS is recommended for dev builds to detect any breaking changes before they are released to retail. Retail builds should set this value to false.

LinuxInstrumentationConfiguration
object

The Linux instrumentation configuration for the Build. Used only if it is a Linux Build.

Metadata
object

Metadata to tag the build. The keys are case insensitive. The build metadata is made available to the server through Game Server SDK (GSDK).Constraints: Maximum number of keys: 30, Maximum key length: 50, Maximum value length: 100

OsPlatform
enum<string>

The OS platform used for running the game process.

Available options:
Windows,
Linux
VmSize
enum<string>

The VM size to create the build on.

Available options:
Standard_A1,
Standard_A2,
Standard_A3,
Standard_A4,
Standard_A1_v2,
Standard_A2_v2,
Standard_A4_v2,
Standard_A8_v2,
Standard_D1_v2,
Standard_D2_v2,
Standard_D3_v2,
Standard_D4_v2,
Standard_D5_v2,
Standard_D2_v3,
Standard_D4_v3,
Standard_D8_v3,
Standard_D16_v3,
Standard_F1,
Standard_F2,
Standard_F4,
Standard_F8,
Standard_F16,
Standard_F2s_v2,
Standard_F4s_v2,
Standard_F8s_v2,
Standard_F16s_v2,
Standard_F2as_v6,
Standard_F4as_v6,
Standard_F8as_v6,
Standard_F16as_v6,
Standard_F2as_v7,
Standard_F4as_v7,
Standard_F8as_v7,
Standard_F16as_v7,
Standard_F2ads_v7,
Standard_F4ads_v7,
Standard_F8ads_v7,
Standard_F16ads_v7,
Standard_D2as_v4,
Standard_D4as_v4,
Standard_D8as_v4,
Standard_D16as_v4,
Standard_D2a_v4,
Standard_D4a_v4,
Standard_D8a_v4,
Standard_D16a_v4,
Standard_D2ads_v5,
Standard_D4ads_v5,
Standard_D8ads_v5,
Standard_D16ads_v5,
Standard_D2ads_v6,
Standard_D4ads_v6,
Standard_D8ads_v6,
Standard_D16ads_v6,
Standard_D2ads_v7,
Standard_D4ads_v7,
Standard_D8ads_v7,
Standard_D16ads_v7,
Standard_E2a_v4,
Standard_E4a_v4,
Standard_E8a_v4,
Standard_E16a_v4,
Standard_E2as_v4,
Standard_E4as_v4,
Standard_E8as_v4,
Standard_E16as_v4,
Standard_E2ads_v5,
Standard_E4ads_v5,
Standard_E8ads_v5,
Standard_E16ads_v5,
Standard_E2ads_v6,
Standard_E4ads_v6,
Standard_E8ads_v6,
Standard_E16ads_v6,
Standard_E2ads_v7,
Standard_E4ads_v7,
Standard_E8ads_v7,
Standard_E16ads_v7,
Standard_E2ds_v4,
Standard_E4ds_v4,
Standard_E8ds_v4,
Standard_E16ds_v4,
Standard_E2ds_v5,
Standard_E4ds_v5,
Standard_E8ds_v5,
Standard_E16ds_v5,
Standard_E2ds_v6,
Standard_E4ds_v6,
Standard_E8ds_v6,
Standard_E16ds_v6,
Standard_D2s_v3,
Standard_D4s_v3,
Standard_D8s_v3,
Standard_D16s_v3,
Standard_DS1_v2,
Standard_DS2_v2,
Standard_DS3_v2,
Standard_DS4_v2,
Standard_DS5_v2,
Standard_NC4as_T4_v3,
Standard_D2d_v4,
Standard_D4d_v4,
Standard_D8d_v4,
Standard_D16d_v4,
Standard_D2ds_v4,
Standard_D4ds_v4,
Standard_D8ds_v4,
Standard_D16ds_v4,
Standard_HB120_16rs_v3,
Standard_HB120_32rs_v3,
Standard_HB120_64rs_v3,
Standard_HB120_96rs_v3,
Standard_HB120rs_v3,
Standard_D2d_v5,
Standard_D4d_v5,
Standard_D8d_v5,
Standard_D16d_v5,
Standard_D32d_v5,
Standard_D2ds_v5,
Standard_D4ds_v5,
Standard_D8ds_v5,
Standard_D16ds_v5,
Standard_D32ds_v5,
Standard_D2ds_v6,
Standard_D4ds_v6,
Standard_D8ds_v6,
Standard_D16ds_v6,
Standard_D2pds_v6,
Standard_D4pds_v6,
Standard_D8pds_v6,
Standard_D16pds_v6
VmStartupScriptConfiguration
object

The configuration for the VmStartupScript for the build

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
Example:
Last modified on October 1, 2026