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This topic describes how to configure the Multiplayer service, which includes configuring session templates, SmartMatch hoppers, and custom invite strings. For your title to take advantage of XBOX services, you must first define the title’s service configuration. Your service configuration exists in the XBOX services cloud and defines how XBOX services interacts with devices that are running your game. You can configure the following three aspects of Multiplayer services.
  • Session templates
  • SmartMatch hoppers
  • Custom invite strings

Session templates

By using the XBOX Multiplayer service, players can create and join sessions, exchange session messages with other players in the same session, and post the results of their play to the session. Note that posting the results cleans up the session and updates the leaderboards for all players in the session. For example, a multiplayer session could be a game of chess between two players. Another example of a multiplayer session could be a continuing session of an action and adventure title played by a large number of players. When a game creates a new multiplayer session, it creates it based on a predefined session template. This template is essentially a JSON object that contains attributes that describe the session. When you create a new session template, you must define the values that are shown in the following table. For more information about multiplayer session templates, including several predefined templates that you can use as a basis for the JSON text, see Multiplayer session templates.
After a title passes Final Certification, you can no longer change or delete existing multiplayer sessions in that title.

SmartMatch hoppers

SmartMatch hoppers are an optional addition to the XBOX Multiplayer service. SmartMatch hoppers is the name of the XBOX server-based matchmaking service. It provides a method of grouping players together based on the following information.
  • Provided by the title
  • Stored in player statistics
  • From the player’s preferences
  • From the Quality of Service (QoS)
Matchmaking is now server-based. Players can provide a request to the service and then be notified later when a match is found. It means that players aren’t forced to wait in your title while the matchmaking process occurs. They’re free to play the single-player portion of your title, or even play other titles, and still be candidates for matchmaking. This approach eliminates the need to achieve a critical mass of players before matches can be found.
You must base your matchmaking hopper on a previously defined session template.
When you create a new SmartMatch hopper, you must define the values shown in the following table.
After a title passes Final Certification, you can no longer change or delete existing matchmaking hoppers in that title.

Custom invite strings

When your title sends an invitation to a player to join a multiplayer game, you can choose to display a custom invite text string instead of the default invite string. When you create a new custom invite string, you must define the values in the following table.

Additional information

For more information about configuring the Multiplayer service, see the following topics.
Last modified on August 20, 2026