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Choose a setup preset

Choose the services your game needs and verify their configuration.

Open Project Settings → Betide → Crossplay. Start with the closest preset, then enter your own service IDs and credentials.

Preset Starting setup
PC crossplay EOS authority with Steam mirrors.
EOS only EOS services without mirrors.
Steam only Steam services; no voice provider selected.
Mobile EOS authority, Game Center/Google Play progression, and EOS/Game Center social.
Dedicated servers PC crossplay plus GameLift hosting and matchmaking.
Edgegap matchmaking PC crossplay plus Edgegap hosting and matchmaking.

Applying a preset replaces its policy defaults, resets automatic login routes, and enables Auto Login On Start. Apply it before customizing your routes. It does not create service resources or fill provider credentials.

Choose who handles each feature

Lobbies and Sessions have a primary provider plus optional mirrors. Transport selects the network driver. Social, progression, storage, voice, hosting, matchmaking, platform services, and telemetry have their own policies.

A provider must be enabled, configured, available on the target platform, and capable of the requested operation. Signing in with one provider does not automatically grant every other provider’s services.

Finish setup

  1. Fill the visible Essential fields for each enabled kit.
  2. Run Verify all and resolve reported configuration problems.
  3. For a login button, disable Auto Login On Start and set EOS Auto Login Type to None.
  4. Follow Sign in players, then Your first match.
Advanced settings and credentials

Show all reveals advanced fields. Deployment and upload tools live under Betide → Tools. Platform-specific settings may stay hidden until that platform is targeted or its SDK is installed.

Runtime credentials required by a service, such as an EOS client secret, use masked config fields. Tooling secrets use the developer’s local secret store or environment. Do not put deployment credentials in game config. Verification checks configuration/service access; it does not replace a packaged multiplayer test.

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