> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Lobby.AddMember

> Lobby.AddMember

## Method (1 of 2)

Add a local user as a member to the lobby.

```csharp theme={null}
public void AddMember(PFEntityKey localUser, IDictionary<string, string> memberProperties)
```

| parameter        | description                                                                  |
| ---------------- | ---------------------------------------------------------------------------- |
| localUser        | The PlayFab Entity Key of the local user to add to the lobby as a member.    |
| memberProperties | The initial member properties to set for this user when they join the lobby. |

## Remarks (1 of 2)

This is an asynchronous operation. Upon successful completion, the title is provided a [`OnLobbyMemberAdded`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer/OnLobbyMemberAdded) event followed by a [`OnAddMemberCompleted`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer/OnAddMemberCompleted) event with the `OnAddMemberCompleted result` field set to [`Success`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/LobbyError/Success). Upon a failed completion, the title is provided a [`OnAddMemberCompleted`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer/OnAddMemberCompleted) with the `OnAddMemberCompleted result` field set to a failed error code.

This method is used to add an extra local PlayFab entity to a pre-existing lobby object. Because the lobby object must have already been created either via a call to [`CreateAndJoinLobby`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer/CreateAndJoinLobby) or [`JoinLobby`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer/JoinLobby), this method is primarily useful for multiple local user scenarios.

This is an asynchronous operation. The member added via this method will not be reflected in the lists returned by [`GetMembers`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/Lobby/GetMembers) until the asynchronous operation successfully completes.

***

## Method (2 of 2)

Add a local user as a member to the lobby.

```csharp theme={null}
public void AddMember(PlayFabAuthenticationContext localUser, 
    IDictionary<string, string> memberProperties)
```

| parameter        | description                                                                  |
| ---------------- | ---------------------------------------------------------------------------- |
| localUser        | The PlayFab Entity Key of the local user to add to the lobby as a member.    |
| memberProperties | The initial member properties to set for this user when they join the lobby. |

## Remarks (2 of 2)

This is an asynchronous operation. Upon successful completion, the title is provided a [`OnLobbyMemberAdded`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer/OnLobbyMemberAdded) event followed by a [`OnAddMemberCompleted`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer/OnAddMemberCompleted) event with the `OnAddMemberCompleted result` field set to [`Success`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/LobbyError/Success). Upon a failed completion, the title is provided a [`OnAddMemberCompleted`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer/OnAddMemberCompleted) with the `OnAddMemberCompleted result` field set to a failed error code.

This method is used to add an extra local PlayFab entity to a pre-existing lobby object. Because the lobby object must have already been created either via a call to [`CreateAndJoinLobby`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer/CreateAndJoinLobby) or [`JoinLobby`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PlayFabMultiplayer/JoinLobby), this method is primarily useful for multiple local user scenarios.

This is an asynchronous operation. The member added via this method will not be reflected in the lists returned by [`GetMembers`](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/Lobby/GetMembers) until the asynchronous operation successfully completes.

## See Also

* class [Lobby](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/Lobby/overview)
* class [PFEntityKey](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/PFEntityKey/overview)
* namespace [PlayFab.Multiplayer](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference)


## Related topics

- [PFLobbyAddMemberCompletedStateChange](/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/structs/pflobbyaddmembercompletedstatechange.md)
- [PFLobbyAddMember](/services/playfab/multiplayer/lobby/playfabmultiplayerreference-cpp/pflobby/functions/pflobbyaddmember.md)
- [Lobby.GetMemberProperties](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/Lobby/GetMemberProperties.md)
- [LobbyCreateConfiguration.MaxMemberCount](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/LobbyCreateConfiguration/MaxMemberCount.md)
- [LobbyArrangedJoinConfiguration.MaxMemberCount](/services/playfab/multiplayer/lobby/unity-multiplayer-api-reference/PlayFab.Multiplayer/LobbyArrangedJoinConfiguration/MaxMemberCount.md)
