# Creating a Lobby

We made it extremely simple to make a lobby, just as if you were using the Unity SDK.

<figure><img src="https://599571038-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJOLYZsEpI3ofbnXUKMb9%2Fuploads%2FtILXEy7zOcfcArM2SCnn%2FUE4Editor_wPb6FgJcVk.png?alt=media&#x26;token=4c1784bf-fc65-4b27-a1f9-3d743a09569c" alt=""><figcaption></figcaption></figure>

The input expects the following:

* Your Client API Key
  * If you do not have one, go to your games' overview page and click on the API Keys button on the right-hand side and view API Keys and then generate a Client API Key if you do not have one already. These keys are safe to distribute in your game client.
  * If you accidentally ever put an Admin Key (known as Playflow API Key) please ensure you regenerate the key to ensure it gets invalidated. Distribution of this key is dangerous and must be secured.
* The Lobby Config Name
  * This is the name of your lobby config you have made, if you have not made a Lobby Config yet, please navigate to your games' Configuration page and create one! It's super easy and has a multitude of settings for you to mess with.
* Max Players
  * This is how many players can be put in a group, please note if you are using matchmaking services this max must be equal to your max team size.
* Is Private
  * Whether the lobby is private (invite only) or not. If true, an invite lobby code will be generated that must be shared with others in order for them to join your lobby.
* Use Invite Code
  * Whether or not to generate an invite code for the lobby.
  * If this is true, an invite code will be generated, even if it is a public lobby.
  * This will ALWAYS true for private lobbies.
* Allow Late Join
  * Whether or not late joining is allowed.
  * When this is true, players can join others mid-match.
  * As a developer, you are expected to follow up on this and Get the Game Server Info if you are late joining.
  * If this is set to false, players will NOT be allowed to join once the lobby's status is set to in-game.
* Region
  * This is a enum value that we recommend you attempt to geo-locate the players to place them in the right-region, rather than making them select their closest region. The matchmaker will use this to try to get the best placement for their match.
  * Accepted Regions:

{% content-ref url="../navigating-playflow-cloud/server-regions" %}
[server-regions](https://duel-studios.gitbook.io/playflow-cloud-for-unreal/navigating-playflow-cloud/server-regions)
{% endcontent-ref %}

* Host
  * This is who the owner will be, we recommend to use a Steam ID or an Epic Product User ID (PUID) as these are the easiest to manage, but it accepts a string so you can use any service you desire, even if it's a unique one.

{% hint style="info" %}
Players are ONLY allowed in one lobby at a time. Attempting to join another one before Leaving will result in an error
{% endhint %}
