# Match

## Match Interest Management

{% hint style="danger" %}
Do not use this for physics-based games...use [**Scene Interest Management**](https://mirror-networking.gitbook.io/docs/manual/interest-management/scene) instead.
{% endhint %}

Match Interest Management is intended for non-physics games like card, board, arcade games.

### Setting Up

Add the **Match Interest Management** component to the same object as your **Network Manager**:

![](https://462154250-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MGmQrf2z6FL0ZpExPAn%2Fuploads%2FQjXv0MO6gFKZHXHcN4I7%2Fimage.png?alt=media\&token=8db59f4e-e66f-41ff-9c4b-e7ddf6c34554)

And add a **Network Match** component to all networked objects, including the player prefab, that will be involved in match play.

![](https://462154250-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MGmQrf2z6FL0ZpExPAn%2Fuploads%2Fo7hLM6gTAzpygCr7x1jq%2Fimage.png?alt=media\&token=66d282d3-312c-4082-93fa-55fbafb7446c)

At runtime, assign the same `matchId` to players and objects that belong to the same match.

See the **Multiple Matches** example included with Mirror for reference and inspiration.
