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Index Management Segment Builder Match Rules Decision Builder Candidate Query Expansion Rules Ticket Inspector No Reindexing
Documentation / Getting Started

Introduction to
AUXTA

AUXTA is a high-performance, self-hosted decisioning and matchmaking layer for gaming teams that need real-time player decisions, flexible indexes, and transparent matchmaking logic — without vendor lock-in.

Self-Hosted <0.2ms Query Path No Reindexing Gaming Native

What is AUXTA

AUXTA stores entities — players, sessions, matches, offers, transactions — as multi-dimensional behavioral vectors. These can be queried in real time without pipelines, batch jobs, or reindexing delays. The result is sub-millisecond segment resolution during live gameplay, monetization moments, and matchmaking flows.

Unlike SaaS platforms, AUXTA runs inside your own infrastructure. Your data never leaves your environment, satisfying the strictest data residency and sovereignty requirements across 160+ jurisdictions.

Three Product Layers

AUXTA Core
High-performance self-hosted vector-oriented database for gaming indexes, records, vectors, dimensions, and real-time queries. Answers: "Who are the possible candidates?"
Database
AUXTA Console
Management, observability, decisioning, simulation, and operations UI for AUXTA Core and AUXTA Match. Answers: "What is happening, why did it happen, and how can we configure or debug it?"
UI
AUXTA Match
Matchmaking service layer that uses AUXTA Core indexes to manage queues, tickets, candidate selection, match rules, expansion rules, workers, and match results. Answers: "Which candidates should be grouped into a match?"
Service

Key Differentiators

#DifferentiatorWhat it means
01Index-native decisioningDecisions are queries over live indexes — no separate segmentation pipeline.
02No reindexing on new dimensionsAdd a new player dimension (e.g. churnRiskScore) without rebuilding pipelines.
03Self-hosted deploymentFull infrastructure control, data ownership, lower vendor lock-in.
04Sub-millisecond query pathSegment queries resolve in under 0.2ms, live during runtime.
05Core-powered matchmakingCandidate search in Match is powered by live player vector queries in Core.
06Full execution traceInspect every query, decision, ticket, and match result step-by-step.
07Builder + JSON workflowLiveOps managers use Builder Mode; engineers use JSON Mode — same config.
08Gaming-native object modelPlayers, matches, sessions, transactions, offers, queues, tickets — first-class objects.

When to Use AUXTA

AUXTA is the right choice when you need real-time player decisions, flexible behavioral indexes, and transparent matchmaking logic — and you need it all running inside your own infrastructure.
AUXTA is not a full PlayFab replacement at MVP stage. It is positioned as a decisioning and matchmaking layer, not a complete backend-as-a-service economy platform.
Next →
Product Architecture
Getting Started / Architecture

Product
Architecture

AUXTA is structured as three connected layers that share a unified data model but operate independently. Understanding how Core, Console, and Match interact is key to a successful integration.

<0.2ms
Segment query
0
Reindex needed
90+
Dimension types
Micro-segments

Data Flow

Your backend writes entity state to AUXTA Core on session events. Core stores these as behavioral vectors. At decision time — matchmaking, offer logic, LiveOps rules — Core resolves segment queries in real time.

AUXTA Match then consumes Core candidate queries to fill matchmaking queues, apply match rules, and emit match results back to your session layer.

The AUXTA Console provides observability, configuration, and simulation UI across both Core and Match — allowing LiveOps managers and engineers to debug, adjust, and rollout changes without a backend deploy.

FLOW
// 1. Your backend writes to Core on session events
core.record("players", {
  id: "player_123",
  dimensions: {
    mmr: 1840,
    consecutiveLosses: 3,
    churnRiskScore: 0.72,
    region: "eu-west"
  }
});

// 2. Core resolves segment query live (<0.2ms)
const candidates = core.query("players", {
  mmr: { gte: 1750, lte: 1950 },
  region: "eu-west"
});

// 3. Match groups candidates into a match
match.evaluate(candidates, queue_rules);

Phase Overview

PhaseFeaturesGoal
Phase 1
Demo-Ready Console
Core Dashboard, Indexes, Dimensions, Records, Segments, Decisions, Playground, LogsDemonstrate live query and decisioning capability
Phase 2
Demo-Ready Match
Match Services, Core Connection, Queues, Candidate Query, Match Rules, Tickets, Match Results, SimulatorEnd-to-end matchmaking loop
Phase 3
LiveOps Layer
Actions, Experiments, Insights, Guardrails, Versioning, Audit TrailSafe, measurable real-time operations
Phase 4
Enterprise Readiness
RBAC, Multi-env management, Advanced audit, HA configuration, Backup/restoreProduction hardening and compliance
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Introduction
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Quick Start
Getting Started / Quick Start

Quick
Start

Get AUXTA Core running locally and make your first real-time segment query in under 10 minutes.

The demo dataset includes pre-built players, matches, sessions, transactions, and offers indexes. Use Import Demo Dataset in the Console to load it instantly.

Step 1 — Start Core Server

BASH
# Pull and start AUXTA Core
docker pull auxta/core:latest
docker run -p 7700:7700 \
  -e AUXTA_API_KEY=your_key_here \
  auxta/core:latest

Step 2 — Create an Index

HTTP
POST /indexes
{
  "name": "players",
  "primaryKey": "id",
  "template": "gaming_player"
}

Step 3 — Write a Record

HTTP
PUT /indexes/players/records/player_123
{
  "id": "player_123",
  "mmr": 1840,
  "consecutiveLosses": 3,
  "churnRiskScore": 0.72,
  "region": "eu-west",
  "sessionLength": 47
}

Step 4 — Run a Segment Query

HTTP
POST /indexes/players/query
{
  "filter": {
    "mmr": { "gte": 1750, "lte": 1950 },
    "churnRiskScore": { "gte": 0.6 },
    "region": "eu-west"
  },
  "limit": 100
}

// Response in <0.2ms
{
  "matched": 12,
  "latencyMs": 0.14,
  "records": [...]
}
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Product Architecture
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Core Server Management
AUXTA Core / Core Server Management

Core Server
Management

View and manage AUXTA Core servers, environments, regions, status, connection health, storage mode, CPU, memory, disk, QPS, and latency — all from the Console.

FieldDescription
Server StatusLive / Degraded / Offline indicator with last-heartbeat timestamp.
Connection HealthLatency to the Core server from the Console — useful for multi-region deployments.
Storage ModeIn-memory, hybrid, or persistent. Affects latency and durability tradeoffs.
CPU / Memory / DiskLive system resource gauges. Alert thresholds configurable per server.
QPSQueries per second across all indexes. Drillable by index and query type.
LatencyMedian, p95, p99 query latency displayed in real time.
AUXTA is self-hosted. The Core Server Management view gives you deployment transparency — you see the actual infrastructure your data runs on, not an abstracted cloud panel.
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Quick Start
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Index Management
AUXTA Core / Environments

Environment
Management

AUXTA supports separate Demo, Staging, Production, and region-specific environments. Environments are isolated — changes in one do not affect others.

EnvironmentPurpose
DemoPre-loaded with sample data for sales, onboarding, and internal testing.
StagingMirror of production for integration testing and rollout validation.
ProductionLive player data. RBAC enforced, audit trail active.
Region-specificSeparate Core servers per region (EU, NA, APAC) for data residency compliance.
AUXTA Core / Index Management

Index
Management

Indexes are AUXTA's core abstraction. Each index represents a business object — players, matches, sessions, transactions, offers, guilds, events — stored as behavioral vectors queryable in real time.

No Reindexing Gaming-Native Templates Live Schema Extension

Built-in Index Templates

Players
MMR, session length, spend tier, churn risk score, consecutive losses, playstyle cluster, region — all queryable in real time.
Template
Matches
Match result, team composition, skill delta, duration, map, region, quality score.
Template
Sessions
Active session state, events count, heartbeat, last action, device, latency.
Template
Transactions
Purchase history, offer claim rate, spend velocity, currency type.
Template
Offers
Offer eligibility, claim rate, suppression state, decision trigger.
Template

Adding a Dimension Without Reindexing

Adding a new searchable dimension to an existing index requires no pipeline rebuild, no downtime, and no engineering sprint. The new dimension is available for queries and segment rules immediately after registration.
HTTP
POST /indexes/players/dimensions
{
  "name": "frustrationScore",
  "type": "computed",
  "expression": "consecutiveLosses * (1 - winRate)"
}

// Available in queries immediately — no reindex required
← Previous
Core Server Management
Next →
Dimension Management
AUXTA Core / Dimension Management

Dimension
Management

Dimensions are the individual fields inside an index. AUXTA supports three dimension types: static, dynamic, and computed. All are queryable in real time without reindexing.

TypeDescriptionExample
StaticSet once, rarely changes. Used for identity and profile fields.region, platform, accountAge
DynamicWritten on session events by your backend. Updated in real time.mmr, consecutiveLosses, sessionLength
ComputedDerived from other dimensions using an expression. Always current.churnRiskScore, frustrationScore, totalWins
Computed dimensions are recalculated on every write. Keep expressions lightweight — avoid unbounded aggregations for high-frequency events.
AUXTA Core / Record Browser

Record &
Vector Browser

Browse records as vectors, inspect current state, dimensions, matched segments, and recent decisions — all in real time from the Console.

What You See

FieldDescription
Vector StateAll dimensions for the record at this exact moment in time.
Matched SegmentsWhich segments this record currently satisfies — re-evaluated live.
Recent DecisionsLast N decisions fired for this record, with timestamps and action results.
Dimension HistoryTimeline of dimension value changes over recent sessions.
AUXTA Core / Query Builder

Query Builder
& Playground

Build and test real-time queries over indexes using Builder Mode (point-and-click) or JSON Mode (direct payload). The Playground shows matched records, latency, payload, and response immediately.

Builder Mode vs JSON Mode

ModeAudienceOutput
Builder ModeLiveOps, product managers, QAVisual filter editor — no JSON required
JSON ModeBackend engineers, integration teamsRaw query payload — copy to API
The Playground shows live latency for every query. Use it to prove sub-millisecond performance before committing to an integration.
AUXTA Core / API Keys

API Keys &
Service Tokens

Manage access credentials for Core, Match, webhooks, and backend services. Scopes control which indexes and operations each key can access.

Token TypeScopeUse Case
Core ReadQuery indexes onlyDecision engine, Match candidate query
Core WriteWrite and update recordsSession event ingestion pipeline
Match ServiceQueue, ticket, match operationsMatchmaking service authentication
WebhookOutbound action callbacksAction delivery to backend services
AdminFull Console and config accessConsole operators, CI/CD pipelines
Console & Observability / System Dashboard

System
Dashboard

The System Dashboard shows active connections, total requests, failed requests, CPU, memory, disk, and storage mode — all updating in real time.

MetricDescription
Active ConnectionsCurrent open connections to Core, drillable by service type.
Request RateQueries per second across all indexes. Includes read and write breakdown.
Error RateFailed request rate with error type distribution.
CPU / Memory / DiskSystem resources with configurable alert thresholds.
Storage ModeCurrent active storage mode — in-memory, hybrid, or persistent.
Console & Observability / Latency Dashboard

Latency
Dashboard

Show median, p95, and p99 query latency broken down by index, segment, decision, and queue. Use this view to validate SLA targets and identify slow query paths.

p50
Median latency
p95
95th percentile
p99
99th percentile
QPS
Query throughput
The Latency Dashboard is the primary SLA proof surface. Share p95 latency charts with engineering leadership and game ops teams during performance reviews.
Console & Observability / Matchmaking Dashboard

Matchmaking
Dashboard

Monitor active tickets, match rate, average wait time, p95 wait time, and match quality score across all queues — in real time.

MetricDescription
Active TicketsPlayers currently in queue, grouped by queue and expansion step.
Match RateSuccessful matches per minute. Drops indicate queue health issues.
Avg Wait TimeMean time from ticket submission to match creation.
p95 Wait Time95th percentile wait time. Key SLA metric for player experience teams.
Match Quality ScoreComposite score: skill balance + latency fit + region fit + party fit.
Ticket Expiration Rate% of tickets that expire without a match — signals queue configuration issues.
Console & Observability / Logs & Audit Trail

Logs &
Audit Trail

AUXTA provides structured logs across every layer: system, query, decision, match, worker, action, and audit. Use them for debugging, compliance, and incident response.

Log Types

Log TypeContents
System LogsCore server health events, connection changes, storage mode switches.
Query LogsEvery query: filter, matched count, latency, index, timestamp.
Decision LogsWhy a decision fired: matched segment, conditions passed, guardrails passed, action result.
Match LogsQueue events, ticket lifecycle, candidate query, match creation, worker events.
Action LogsAction delivery status, webhook response, payload.
Audit LogsConfiguration changes: who changed segment, decision, queue rule, expansion policy — and when.
Audit logs are immutable and append-only. They cannot be deleted from the Console. Use them for compliance reviews and incident investigations.
Console & Observability / Execution Trace

Execution
Trace

For any query, decision, or match result — view a step-by-step execution path showing exactly what happened and why. This is AUXTA's primary debugging surface.

Execution Trace is a key differentiator. Most decisioning and matchmaking platforms offer logs, but not a structured reason trace for every operation.

Trace Steps

StepDescription
Query ResolvedFilter applied, matched record count, latency in ms.
Segment MatchedWhich segment rule matched and why — dimension values that satisfied conditions.
Decision EvaluatedConditions checked, guardrails evaluated (cooldown, frequency, exclusions).
Action TriggeredAction type, payload, delivery status, webhook response.
Total LatencyWall-clock time from query start to action completion.
Segmentation & Decisioning / Segment Builder

Segment
Builder

Create reusable real-time segments over indexes — for example, Frustrated Competitive Players. Segments are live queries: they update the moment a record's dimensions change.

No Reindexing Builder + JSON Mode Preview Before Activate

Segment Preview

Before activating a segment, the Segment Preview shows: matched records, coverage %, sample players, median latency, and p95 latency. This lets you validate coverage and performance before any player is affected.

Segment Versioning

AUXTA keeps a full version history of every segment. You can roll back to a previous definition if a change produces unexpected coverage shifts or decision behavior.

Example Segment

JSON
{
  "name": "frustrated_competitive_players",
  "index": "players",
  "filter": {
    "consecutiveLosses": { "gte": 3 },
    "mmr": { "gte": 1600 },
    "sessionLength": { "gte": 30 },
    "churnRiskScore": { "gte": 0.55 }
  }
}
Next →
Decision Builder
Segmentation & Decisioning / Decision Builder

Decision
Builder

Define trigger → segment → conditions → action → guardrails → metrics. Decisions fire in real time when a player record satisfies a segment while the configured conditions are met.

Decision Structure

StepDescription
TriggerWhat event causes the decision to evaluate: session start, purchase event, match end, custom event.
SegmentWhich segment the player must satisfy for the decision to proceed.
ConditionsAdditional dimension checks applied on top of segment membership.
GuardrailsMax frequency, cooldowns, exclusions, control group. Prevent abuse.
ActionWhat fires: reward, offer, suppress offer, route queue, webhook, notification.
MetricsWhat outcome to measure: next session rate, retry rate, reward claim rate, conversion uplift.

Available Actions

Issue Reward
Send a reward payload to your backend economy service via webhook.
Action
Show Offer
Trigger offer display logic in your game client — item, discount, bundle.
Action
Suppress Offer
Prevent an offer from showing — used to avoid fatigue or fraud vectors.
Action
Route Queue
Move the player to a specific matchmaking queue — recovery, high-skill, new player.
Action
Call Webhook
Send a structured payload to any backend endpoint with full response logging.
Action
Update Player Attribute
Write back a dimension change to the player vector directly.
Action
Flag Fraud
Mark a record for fraud review — excludes from offers and rewarded decisions.
Action
← Previous
Segment Builder
Next →
Guardrails & Actions
Segmentation & Decisioning / Guardrails

Guardrails
& Safety

Guardrails prevent decisions from firing too frequently, targeting excluded groups, or circumventing fraud protection. They are configured per-decision and evaluated before any action is triggered.

GuardrailDescription
Max FrequencyMaximum times a decision can fire per player per time window.
CooldownMinimum time between firings for a given player.
ExclusionsExclude specific segments or player attributes from triggering the decision.
Fraud ExclusionAutomatically skip players flagged for fraud review.
Control GroupReserve a % of eligible players who never receive the action — for A/B measurement.
Segmentation & Decisioning / Decision Simulator

Decision
Simulator

Test how a player vector is evaluated against segments, decisions, and guardrails — without touching production data. See exactly which segment matches, which decision fires, and which action would trigger.

The Decision Simulator is a key differentiator. Use it to validate decision logic before activating, reducing the risk of unintended actions reaching live players.

Simulator Inputs

JSON
{
  "playerVector": {
    "mmr": 1840,
    "consecutiveLosses": 4,
    "churnRiskScore": 0.71,
    "region": "eu-west"
  },
  "trigger": "session_start",
  "decisions": ["frustrated_player_recovery"]
}

// Simulator output:
// ✓ Segment matched: frustrated_competitive_players
// ✓ Guardrails passed: no cooldown active
// → Action: route to recovery_queue + issue_soft_reward
Segmentation & Decisioning / Experiments

Experiments
& Insights

Create A/B tests across rewards, offers, matchmaking routing, and progression tuning. Measure outcomes: next session rate, retry rate, reward claim rate, conversion uplift, fraud prevented.

Experiment TargetDescription
RewardsTest different reward amounts, types, or timing for the same player segment.
OffersCompare offer content, pricing, or visibility logic across cohorts.
Queue RoutingRoute experiment arms to different queues and measure match quality and retention.
Match RulesTest relaxed vs strict skill delta rules and measure player experience impact.

Insights Metrics

Next Session Rate
% of players who returned within 24h of receiving a decision action.
Retention
Retry Rate
% of players who queued again after match end — key indicator of match quality.
Quality
Reward Claim Rate
% of triggered offers or rewards that were claimed by the player.
Monetisation
Conversion Uplift
Difference in conversion between experiment arm and control group.
A/B
AUXTA Match / Match Services

Match
Services

View and manage deployed AUXTA Match services by region, environment, connected Core server, status, queues, and workers. Match is a separate runtime from Core — it connects to Core for candidate queries.

FieldDescription
Service StatusRunning / Degraded / Offline. Heartbeat-based with configurable timeout.
RegionDeployment region — must match or colocate with the Core server for low latency.
Connected CoreWhich Core server this Match service uses for candidate queries.
Active QueuesNumber of configured and running queues in this service.
Worker CountMatch worker threads — controls concurrent matchmaking throughput.
Match Success Rate% of processed tickets that resulted in a valid match.
AUXTA Match / Queue Configuration

Queue
Configuration

Configure matchmaking queues such as ranked_4v4_queue, casual_2v2_queue, and new_player_protection_queue. Each queue has its own rules, ticket schema, candidate query, and expansion policy.

Queue Parameters

ParameterDescription
ModeQueue type: ranked, casual, custom. Affects default match rule templates.
Team SizePlayers per team and number of teams per match.
Candidate SourceWhich AUXTA Core index to query for candidates.
Ticket TTLMax time a ticket stays in queue before expiring.
Expansion IntervalHow often the match rules relax — in seconds.
Max Expansion StepsNumber of times rules can relax before ticket expires.

Candidate Query

The Candidate Query configures how Match uses AUXTA Core to find eligible players for each ticket. This is AUXTA's core differentiator: candidate search is powered by live player vector queries, not static pools.

JSON
{
  "candidateQuery": {
    "index": "players",
    "filter": {
      "region": "$ticket.region",
      "mmr": { "gte": "$ticket.mmr - 150",
               "lte": "$ticket.mmr + 150" },
      "status": "online"
    },
    "limit": 500
  }
}
AUXTA Match / Match Rules

Match
Rules

Configure team size, skill delta, max latency, region match, party size, platform, and toxicity exclusion. Match Rules control which candidate combinations produce a valid match.

RuleDescriptionExpandable
Skill DeltaMax allowed difference in MMR between teams.✓ Yes
Latency MaxMaximum acceptable ping between players.✓ Yes
Region MatchStrict or relaxed region co-location requirement.✓ Yes
Party SizeMin/max party size allowed in the queue.✗ No
PlatformCross-platform match allowed or platform-isolated.✗ No
Toxicity ExclusionExclude players with active toxicity flags from matching together.✗ No
Rules marked Expandable relax over time according to your Expansion Rules configuration. Non-expandable rules are always enforced.
AUXTA Match / Expansion Rules

Expansion
Rules

Define how match constraints relax over time as a ticket waits in queue. Expansion rules balance match quality against wait time by progressively widening acceptance criteria.

JSON
{
  "expansionRules": [
    {
      "step": 1,
      "afterSeconds": 10,
      "skillDelta": { "increase": 50 }
    },
    {
      "step": 2,
      "afterSeconds": 25,
      "skillDelta": { "increase": 100 },
      "latencyMax": { "increase": 20 }
    },
    {
      "step": 3,
      "afterSeconds": 45,
      "region": { "relax": true },
      "maxWait": 60
    }
  ]
}
Expansion TargetDescription
Skill DeltaIncrease allowed MMR range per expansion step.
Latency MaxIncrease acceptable ping threshold.
RegionAllow cross-region matching after N seconds.
Max WaitHard cap on queue time — ticket expires and falls back after this value.
AUXTA Match / Tickets & Results

Tickets
& Match Results

View live tickets, inspect their lifecycle, and review completed match results. The Ticket Inspector shows the full candidate query trace and rejection reasons — making debugging queue issues fast.

Ticket Lifecycle

StatusDescription
QueuedTicket received, candidate query pending.
SearchingCandidate query executing against Core index.
EvaluatingMatch rules being tested against candidates.
ExpandingRules relaxed — re-evaluating with wider criteria.
MatchedValid match found — match result emitted.
ExpiredMax wait time reached without a match.

Match Quality Score

Every completed match receives a Match Quality Score — a composite metric computed from skill balance, latency average, region fit, party fit, and toxicity risk. Use this score to monitor player experience impact over time.

AUXTA Match / Match Simulator

Match
Simulator

Test a ticket payload through candidate query, match rules, expansion steps, and match result — before any player touches the queue. Validate configuration with confidence.

The Match Simulator is the fastest path to validating a new queue configuration. Run synthetic tickets against real Core data to see match quality scores before going live.
Competitive Guides / vs PubNub Illuminate

AUXTA vs
PubNub Illuminate

PubNub Illuminate provides real-time decisioning over Business Objects. AUXTA extends this pattern with gaming-native indexes, self-hosted deployment, and a matchmaking layer powered by the same index infrastructure.

PubNub IlluminateAUXTA EquivalentAUXTA Differentiation
Business ObjectsIndexesGaming-native indexes: players, matches, sessions, transactions, offers
DecisionsDecision BuilderConnected directly to Core indexes and Match queues
DashboardsInsights / Decision ActivityIncludes system latency, query latency, match quality, action traces
Real-time decisioningReal-time Segments + DecisionsSelf-hosted and index-native
ActionsAUXTA Actions / WebhooksCan trigger rewards, queue routing, offers, fraud flags, backend updates
Low-code opsBuilder ModeAlso supports JSON Mode for developers
Competitive Guides / vs PlayFab

AUXTA vs
PlayFab

PlayFab is a full backend-as-a-service platform. AUXTA targets the decisioning and matchmaking layer specifically — with stronger real-time performance, self-hosting, and execution trace transparency.

AUXTA is not a full PlayFab replacement at MVP stage. It does not include a complete economy system. Position as a decisioning and matchmaking layer that integrates alongside your existing backend.
PlayFab CapabilityAUXTA EquivalentAUXTA Differentiation
Player SegmentsAUXTA SegmentsReal-time index queries, no reindexing focus
Custom PropertiesAUXTA DimensionsStatic, dynamic, computed dimensions
Segment ActionsAUXTA ActionsConnected to player vectors, decisions, queues
RulesDecision BuilderStronger execution trace and reason visibility
Matchmaking QueuesAUXTA Match QueuesPowered by AUXTA Core candidate queries
TicketsAUXTA Match TicketsTicket inspector and candidate query trace
Competitive Guides / vs AWS FlexMatch

AUXTA vs
AWS FlexMatch

AWS FlexMatch is deeply integrated with the GameLift hosting layer. AUXTA offers comparable matchmaking logic as a self-hosted, backend-agnostic service with richer observability and Core-powered candidate search.

FlexMatch CapabilityAUXTA EquivalentAUXTA Differentiation
Matchmaking configurationMatch Service / Queue configVisible Core connection and candidate query setup
Rule setsMatch RulesBuilder + JSON, integrated with player index dimensions
Player attributesTicket fields + Core dimensionsCombines ticket data with live player vector
Expansion / relaxationExpansion RulesVisual timeline and impact preview
Match quality rulesMatch Quality ScoreExplicit score, trace, and reason output
Game session queueMatch Results / callbackSelf-hosted, decoupled from AWS hosting
Competitive Guides / vs Unity Matchmaker

AUXTA vs
Unity Matchmaker

Unity Matchmaker integrates natively with Unity Game Services hosting. AUXTA is hosting-agnostic and extends the matchmaking model with live player vector queries from Core.

Unity CapabilityAUXTA EquivalentAUXTA Differentiation
QueuesMatch QueuesCore-powered candidate query and no-reindexing data model
PoolsQueue pools / candidate poolsRepresented as Queue Type or Candidate Query variants
TicketsTicketsTicket inspector, queue trace, candidate query trace
Match rulesMatch RulesBuilder + JSON mode
Hosting integrationWebhooks / backend callbacksSelf-hosted, backend-agnostic
Match resultMatch ResultsMatch quality score and full trace
← Previous
vs AWS FlexMatch