Custom Matchmaking
Yunite features a Custom Matchmaking System that distributes code to your players in-game and makes code leaking difficult.
warning
Yunite cannot host your in-game custom games. You need to have a Creator Code (S-A-C) in order to host matches, our system only takes care of code distribution.
Getting Started
To get started with custom games, follow these steps:
- Head over to the
Custom Games
tab under the "Fortnite" category. - Select as many host roles as you'd like.
NOTE: Anyone with the configured role will have access to hosting in your server.
Match Presets
Before you can run the custom, you must create at least one preset. You can figure out how to set up a preset with the information below.
Basic Settings
Field | Required | Description |
---|---|---|
Preset Name | No | The displayed name of the preset when presented to hosts. |
Match Type | Yes | Select the game mode. Default, Arena, and Creative modes are supported. |
Region | Yes | The region you're playing in. Available options: NAE, NAW, NAC, EU, OCE, BR, ASIA, ME |
Allowed Platforms | Yes | Set which platforms are allowed for your players to use. Options: PC, PlayStation, Xbox, Mobile, Switch. We strongly discourage allowing Switch players to participate as they can see the code in clear text. |
Creative Map Settings (Creative modes only)
Field | Required | Description |
---|---|---|
Creative Map Mode | Yes (Creative) | Choose how to handle map codes: Set no map code, Use a fixed map code, or Ask the host to provide a map code |
Map Code | Conditional | The creative map code to use (format: 1234-5678-9876). Required if using fixed map code mode. |
Channel Configuration
Field | Required | Description |
---|---|---|
Max. Players | Yes | The maximum amount of players that should receive the code: Allowed value is 2,000 individuals |
Role To Ping | No | If selected, this role will be pinged once a new game is started. |
Sign-Up Channel | Yes | The channel Yunite posts the sign-up message in. |
Result Channel | No | In this channel, Yunite will post a list of all chosen users. This should be staff-only. |
Live Tracking Channel | No | Yunite will post the embed containing a short summary of each running session into this channel |
Leak Detection Channel | No | If leak detection is enabled, Yunite will post details of detected code leaks into this channel. |
Rejection Log Channel | No | Yunite will log all rejections (red cards) in this channel, including detailed reasons as available. |
Match Settings
Field | Required | Description |
---|---|---|
Leak Detection | No | This will keep an eye on your players parties and check if there are any changes after adding the code. Only use this if you really experience leaking. Only available if <= 200 players (2000 on Yunite Alpha). |
Allow Fill | No | If you enable this, Yunite will insert the code in Duos, Trios or Teams even if there are not enough members in the party so they can fill up with other solo players etc. |
Banned Player Detection | No | If this is enabled, Yunite will check all parties it visits for players that are banned on your server. If found, the party will be rejected. |
Require All Players to be Verified | No | If this is enabled, Yunite will check all parties it visits and check if each player is verified on your server. If any player is not verified, the party will be rejected. |
Use Complex Code | No | If this is enabled, Yunite will use a long, complex custom code consisting of non-dictable characters, making leaks harder. If disabled, Yunite will use a standard 6-digit numeric code. |
Enable Captcha Defence | No (Alpha only) | If this is enabled, Yunite will ask all users to complete a test to verify they are human. This will make the process longer and more complex for the user. Only use this if you're under attack by automated leaking systems. |
Mitigate Automated Leaks | No (Alpha only) | If this is enabled, Yunite will apply additional methods to detect and mitigate automated leaking systems. Only use this if you're under attack by automated leaking systems. |
Requeue Settings
Field | Required | Description |
---|---|---|
Allow Re-dispatch | No | If enabled, the host can click a button re-dispatch the code to players who timed out. This can include rejected players if the setting that allows rejected players is enabled. |
Allow to Requeue Rejected Players | No | If enabled, hosts can re-dispatch the code to rejected players, too, and not only to timed out players. |
Allow Sign-up Re-open | No | If enabled, the host can click a button to re-open sign-up for the game while Yunite is already dispatching. This can be useful to allow players who are late or missed the sign up message to play. |
Keep Sign-up Open After Dispatch | No | If enabled, Yunite will keep the sign-up open when dispatching. That means that players can continue to sign up for the game while Yunite is already dispatching the first players. |
Ping if Late Sign-up Message is Sent | No | If enabled, Yunite will send a ping into the channel when the secondary message for late sign-ups is sent after dispatch. It will use the same role to ping as configured above. |
Additional Configuration
Field | Required | Description |
---|---|---|
Rules | No | This text will be displayed in the sign up embed and sent to participants once they completed all steps. Must not be longer than 1024 characters. |
Message Overrides | No | Customize Yunite's default embed messages in the sign up channel. Advanced feature for experienced users. |
Priority levels
Use priority levels to tell Yunite which players should receive the code earlier than others. You can create different priority levels to distribute the code earlier to certain roles with a custom Time-out duration without a Max. Roles limitation.
- To add a level, click the
New Level
button on the top right. - To delete a level, click the trash can icon in the row of the level.
- To reorder levels, drag and drop their boxes.
Hosting Games
caution
Your server members must be signed-up with the Fortnite Registration system on your server. Otherwise, they can not participate. The host must've verified with Yunite as well beforehand.
To run a custom game matchmaking, please switch to host mode by clicking on the Host Customs
tab in the top middle of your screen.
Running Custom Matchmakings
First, click on the preset you are hosting. This will post the Sign-Up Phase message into the Channel you previously set up.
After you open the Sign-Up Phase, Yunite will display a code in your browser. Copy that number & enter it in the
Custom Key
option on Fortnite. After inserting the code, select "Play!" in your lobby to enter the queue.Finally, You are free to use the Dispatch interaction to distribute the code.
Here's a Video Tutorial by our Team explaining the process of hosting!
Joining Queues - User View
- If a user is randomly chosen, they'll receive a DM with further instructions.
- The player needs to accept a Friend Request from one of our in-game accounts.
- Once accepted, they must invite the bot into their party.
- Then, promote Yunite to party leader once it's done emoting.
- Yunite will now enter the code onto your lobby queue and leave once done successfully.
Yunite will wait for 5 Minutes before automatically ending the distribution, once it finished you are free to commence the game.
tip
You can track your games' progress on the dashboard by checking who Added, Invited the bot, and Finished the process successfully. Moreover, you can see which players timed out or have been rejected.