> For the complete documentation index, see [llms.txt](https://mirror-networking.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mirror-networking.gitbook.io/docs/manual/components/deprecated/network-match-checker.md).

# Network Match Checker

Deprecated: Use Match Interest Management instead.

{% hint style="danger" %}
**Network Match Checker is Obsolete - use** [**Network Match**](/docs/manual/interest-management/match.md) **component instead.**
{% endhint %}

The Network Match Checker component controls visibility of networked objects based on match id.

![](https://462154250-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MGmQrf2z6FL0ZpExPAn%2F-MUN_Q_0G6Qds1Vt4wav%2F-MUN_XfH0FPq60gcYWUH%2Fimage.png?alt=media\&token=776d39d5-7fbd-4fe9-9a3b-65866109b861)

Any object with this component on it will only be visible to other objects in the same match.

This would be used to isolate players to their respective matches within a single game server instance.

When you create a match, generate and store, in a List for example, a new match id with `System.Guid.NewGuid();` and assign the same match id to the Network Match Checker via `GetComponent<NetworkMatchChecker>().matchId`.

Mirror's built-in Observers system will isolate SyncVar's and ClientRpc's on networked objects to only send updates to clients with the same match id.
