# Amazon Gamelift

> Amazon GameLift API skill. Use when working with Amazon GameLift for root. Covers 108 endpoints.

- Skill: `lap-platform/amazon-gamelift` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add lap-platform/amazon-gamelift`
- Raw SKILL.md: https://api.skillmd.com/api/skills/lap-platform/amazon-gamelift/raw
- Safety review: pending (external: skill-scanner PASS, skillspector CAUTION)
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Integrations & APIs
- Author: Lap-Platform (https://skillmd.com/u/lap-platform)
- Updated: 2026-09-09
- Page: https://skillmd.com/skills/lap-platform/amazon-gamelift

---


# Amazon GameLift
API version: 2015-10-01

## Auth
AWS SigV4

## Base URL
Not specified.

## Setup
1. Configure auth: AWS SigV4
3. POST / -- create first resource

## Endpoints

108 endpoints across 1 groups. See references/api-spec.lap for full details.

### root
| Method | Path | Description |
|--------|------|-------------|
| POST | / | Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.  When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in each ticket. Calls to this action are only valid for tickets that are in this status; calls for tickets not in this status result in an error. To register acceptance, specify the ticket ID, one or more players, and an acceptance response. When all players have accepted, Amazon GameLift advances the matchmaking tickets to status PLACING, and attempts to create a new game session for the match.  If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. Each matchmaking ticket in the failed match is handled as follows:    If the ticket has one or more players who rejected the match or failed to respond, the ticket status is set CANCELLED and processing is terminated.   If all players in the ticket accepted the match, the ticket status is returned to SEARCHING to find a new match.     Learn more    Add FlexMatch to a game client    FlexMatch events (reference) |
| POST | / | This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, Amazon GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server.  To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses Amazon GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information. Add filter options to further restrict how a game server is chosen, such as only allowing game servers on ACTIVE instances to be claimed. When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED after players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable. If you try to claim a specific game server, this request will fail in the following cases:   If the game server utilization status is UTILIZED.   If the game server claim status is CLAIMED.   If the game server is running on an instance in DRAINING status and the provided filter option does not allow placing on DRAINING instances.    Learn more   Amazon GameLift FleetIQ Guide |
| POST | / | Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.  Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.  To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias.  Related actions   All APIs by task |
| POST | / | Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift.   When setting up a new game build for Amazon GameLift, we recommend using the CLI command  upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource.  You can use the CreateBuild operation in the following scenarios:   Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build.   Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see Uploading Objects in the Amazon S3 Developer Guide. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them.    If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it.  Learn more   Uploading Your Game    Create a Build with Files in Amazon S3   All APIs by task |
| POST | / | This operation is used with the Amazon GameLift containers feature, which is currently in public preview.   Creates a ContainerGroupDefinition resource that describes a set of containers for hosting your game server with Amazon GameLift managed EC2 hosting. An Amazon GameLift container group is similar to a container "task" and "pod". Each container group can have one or more containers.  Use container group definitions when you create a container fleet. Container group definitions determine how Amazon GameLift deploys your containers to each instance in a container fleet.  You can create two types of container groups, based on scheduling strategy:   A replica container group manages the containers that run your game server application and supporting software. Replica container groups might be replicated multiple times on each fleet instance, depending on instance resources.    A daemon container group manages containers that run other software, such as background services, logging, or test processes. You might use a daemon container group for processes that need to run only once per fleet instance, or processes that need to persist independently of the replica container group.    To create a container group definition, specify a group name, a list of container definitions, and maximum total CPU and memory requirements for the container group. Specify an operating system and scheduling strategy or use the default values. When using the Amazon Web Services CLI tool, you can pass in your container definitions as a JSON file.  This operation requires Identity and Access Management (IAM) permissions to access container images in Amazon ECR repositories. See  IAM permissions for Amazon GameLift for help setting the appropriate permissions.  If successful, this operation creates a new ContainerGroupDefinition resource with an ARN value assigned. You can't change the properties of a container group definition. Instead, create a new one.   Learn more     Create a container group definition     Container fleet design guide     Create a container definition as a JSON file |
| POST | / | This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.  Creates a fleet of compute resources to host your game servers. Use this operation to set up the following types of fleets based on compute type:   Managed EC2 fleet  An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your game server build is deployed to each fleet instance. Amazon GameLift manages the fleet's instances and controls the lifecycle of game server processes, which host game sessions for players. EC2 fleets can have instances in multiple locations. Each instance in the fleet is designated a Compute. To create an EC2 fleet, provide these required parameters:   Either BuildId or ScriptId     ComputeType set to EC2 (the default value)    EC2InboundPermissions     EC2InstanceType     FleetType     Name     RuntimeConfiguration with at least one ServerProcesses configuration   If successful, this operation creates a new fleet resource and places it in NEW status while Amazon GameLift initiates the fleet creation workflow. To debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create a development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.  When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location.  Managed container fleet  A container fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your container architecture is deployed to each fleet instance based on the fleet configuration. Amazon GameLift manages the containers on each fleet instance and controls the lifecycle of game server processes, which host game sessions for players. Container fleets can have instances in multiple locations. Each container on an instance that runs game server processes is registered as a Compute. To create a container fleet, provide these required parameters:    ComputeType set to CONTAINER     ContainerGroupsConfiguration     EC2InboundPermissions     EC2InstanceType     FleetType set to ON_DEMAND     Name     RuntimeConfiguration with at least one ServerProcesses configuration   If successful, this operation creates a new fleet resource and places it in NEW status while Amazon GameLift initiates the fleet creation workflow.  When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location.  Anywhere fleet  An Anywhere fleet represents compute resources that are not owned or managed by Amazon GameLift. You might create an Anywhere fleet with your local machine for testing, or use one to host game servers with on-premises hardware or other game hosting solutions.  To create an Anywhere fleet, provide these required parameters:    ComputeType set to ANYWHERE     Locations specifying a custom location    Name    If successful, this operation creates a new fleet resource and places it in ACTIVE status. You can register computes with a fleet in ACTIVE status.   Learn more   Setting up fleets   Setting up a container fleet   Debug fleet creation issues   Multi-location fleets |
| POST | / | This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.  Adds remote locations to an EC2 or container fleet and begins populating the new locations with instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.  You can't add remote locations to a fleet that resides in an Amazon Web Services Region that doesn't support multiple locations. Fleets created prior to March 2021 can't support multiple locations.  To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.  If successful, this operation returns the list of added locations with their status set to NEW. Amazon GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents.  Learn more   Setting up fleets   Update fleet locations    Amazon GameLift service locations for managed hosting. |
| POST | / | This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Creates a Amazon GameLift FleetIQ game server group for managing game hosting on a collection of Amazon Elastic Compute Cloud instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your Amazon Web Services account, and establishes a link between the two groups. You can view the status of your game server groups in the Amazon GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch. Before creating a new game server group, you must have the following:    An Amazon Elastic Compute Cloud launch template that specifies how to launch Amazon Elastic Compute Cloud instances with your game server build. For more information, see  Launching an Instance from a Launch Template in the Amazon Elastic Compute Cloud User Guide.    An IAM role that extends limited access to your Amazon Web Services account to allow Amazon GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see Create IAM roles for cross-service interaction in the Amazon GameLift FleetIQ Developer Guide.   To create a new game server group, specify a unique group name, IAM role and Amazon Elastic Compute Cloud launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a Amazon GameLift FleetIQ metric. Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by Amazon GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.  Learn more   Amazon GameLift FleetIQ Guide |
| POST | / | Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift game session placement feature with StartGameSessionPlacement , which uses the FleetIQ algorithm and queues to optimize the placement process. When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The target fleet must be in ACTIVE status.  You can use this operation in the following ways:    To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration.    To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration.    To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location.   If successful, Amazon GameLift initiates a workflow to start a new game session and returns a GameSession object containing the game session configuration and status. When the game session status is ACTIVE, it is updated with connection information and you can create player sessions for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy. Amazon GameLift retains logs for active for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.  Available in Amazon GameLift Local.   Learn more   Start a game session   All APIs by task |
| POST | / | Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.  A game session queue is configured with a set of destinations (Amazon GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and Amazon Web Services Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed. The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities. To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies. You can also include the ARN for an Amazon Simple Notification Service (SNS) topic to receive notifications of game session placement activity. Notifications using SNS or CloudWatch events is the preferred way to track placement activity. If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.   Learn more    Design a game session queue    Create a game session queue   Related actions   CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task |
| POST | / | Creates a custom location for use in an Anywhere fleet. |
| POST | / | Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with Amazon GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using Amazon GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes consistent with that configuration.  To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without Amazon GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with Amazon GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match. In addition, you must set up an Amazon Simple Notification Service topic to receive matchmaking notifications. Provide the topic ARN in the matchmaking configuration.  Learn more    Design a FlexMatch matchmaker    Set up FlexMatch event notification |
| POST | / | Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with. Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.  Learn more     Build a rule set     Design a matchmaker     Matchmaking with FlexMatch |
| POST | / | Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions .  To create a player session, specify a game session ID, player ID, and optionally a set of player data.  If successful, a slot is reserved in the game session for the player and a new PlayerSessions object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift service. Player sessions cannot be updated.  The maximum number of players per game session is 200. It is not adjustable.   Related actions   All APIs by task |
| POST | / | Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession  To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.  If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift service. Player sessions cannot be updated. The maximum number of players per game session is 200. It is not adjustable.   Related actions   All APIs by task |
| POST | / | Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.  To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:    A locally available directory. Use the ZipFile parameter for this option.   An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the StorageLocation parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift service to access your S3 bucket.    If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.  Learn more   Amazon GameLift Realtime Servers   Set Up a Role for Amazon GameLift Access   Related actions   All APIs by task |
| POST | / | Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your Amazon Web Services account. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. After you've received authorization, use CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets. You can peer with VPCs that are owned by any Amazon Web Services account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. To request authorization to create a connection, call this operation from the Amazon Web Services account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the Amazon Web Services account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.  To request authorization to delete a connection, call this operation from the Amazon Web Services account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the Amazon Web Services account that you use to manage Amazon GameLift.  The authorization remains valid for 24 hours unless it is canceled. You must create or delete the peering connection while the authorization is valid.   Related actions   All APIs by task |
| POST | / | Establishes a VPC peering connection between a virtual private cloud (VPC) in an Amazon Web Services account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other Amazon Web Services resources. You can peer with VPCs in any Amazon Web Services account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets. Before calling this operation to establish the peering connection, you first need to use CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.  To establish the connection, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The Amazon Web Services account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a connection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections , or by monitoring fleet events for success or failure using DescribeFleetEvents .   Related actions   All APIs by task |
| POST | / | Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.  Related actions   All APIs by task |
| POST | / | Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. To delete a build, specify the build ID.   Learn more    Upload a Custom Server Build   All APIs by task |
| POST | / | This operation is used with the Amazon GameLift containers feature, which is currently in public preview.   Deletes a container group definition resource. You can delete a container group definition if there are no fleets using the definition.  To delete a container group definition, identify the resource to delete.  Learn more     Manage a container group definition |
| POST | / | Deletes all resources and information related to a fleet and shuts down any currently running fleet instances, including those in remote locations.  If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You don't need to explicitly delete the VPC peering connection.  To delete a fleet, specify the fleet ID to be terminated. During the deletion process, the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is emitted.  Learn more   Setting up Amazon GameLift Fleets |
| POST | / | Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down.  To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted.  If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED.  Learn more   Setting up Amazon GameLift fleets |
| POST | / | This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:   The game server group   The corresponding Auto Scaling group   All game servers that are currently running in the group   To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status. If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, Amazon GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status. Amazon GameLift FleetIQ emits delete events to Amazon CloudWatch.  Learn more   Amazon GameLift FleetIQ Guide |
| POST | / | Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name. |
| POST | / | Deletes a custom location. Before deleting a custom location, review any fleets currently using the custom location and deregister the location if it is in use. For more information, see DeregisterCompute. |
| POST | / | Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets. |
| POST | / | Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.   Learn more     Build a rule set |
| POST | / | Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and Amazon GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with. To temporarily suspend scaling policies, use StopFleetActions. This operation suspends all policies for the fleet. |
| POST | / | Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).  To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.  Learn more   Amazon GameLift Realtime Servers   Related actions   All APIs by task |
| POST | / | Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, use DeleteVpcPeeringConnection.  Related actions   All APIs by task |
| POST | / | Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete..  Once a valid authorization exists, call this operation from the Amazon Web Services account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.   Related actions   All APIs by task |
| POST | / | This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.  Removes a compute resource from an Amazon GameLift Anywhere fleet or container fleet. Deregistered computes can no longer host game sessions through Amazon GameLift. For an Anywhere fleet or a container fleet that's running the Amazon GameLift Agent, the Agent handles all compute registry tasks for you. For an Anywhere fleet that doesn't use the Agent, call this operation to deregister fleet computes.  To deregister a compute, call this operation from the compute that's being deregistered and specify the compute name and the fleet ID. |
| POST | / | This operation is used with the Amazon GameLift FleetIQ solution and game server groups.  Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.  To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.  Learn more   Amazon GameLift FleetIQ Guide |
| POST | / | Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.  To get alias properties, specify the alias ID. If successful, the requested alias record is returned.  Related actions   All APIs by task |
| POST | / | Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.  Learn more    Upload a Custom Server Build   All APIs by task |
| POST | / | This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.  Retrieves properties for a compute resource in an Amazon GameLift fleet. To get a list of all computes in a fleet, call ListCompute.  To request information on a specific compute, provide the fleet ID and compute name. If successful, this operation returns details for the requested compute resource. Depending on the fleet's compute type, the result includes the following information:    For EC2 fleets, this operation returns information about the EC2 instance.   For ANYWHERE fleets, this operation returns information about the registered compute.   For CONTAINER fleets, this operation returns information about the container that's registered as a compute, and the instance it's running on. The compute name is the container name. |
| POST | / | This operation is used with the Amazon GameLift containers feature, which is currently in public preview.   Retrieves the properties of a container group definition, including all container definitions in the group.  To retrieve a container group definition, provide a resource identifier. If successful, this operation returns the complete properties of the container group definition.  Learn more     Manage a container group definition |
| POST | / | Retrieves the instance limits and current utilization for an Amazon Web Services Region or location. Instance limits control the number of instances, per instance type, per location, that your Amazon Web Services account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your Amazon GameLift fleets. You can request a limit increase for your account by using the Service limits page in the Amazon GameLift console. Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an Amazon Web Services Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:    Request specifies the Region ap-northeast-1 with no location. The result is limits and usage data on all instance types that are deployed in us-east-2, by all of the fleets that reside in ap-northeast-1.    Request specifies the Region us-east-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in us-east-2. These limits do not affect fleets in any other Regions that deploy instances to ca-central-1.   Request specifies the Region eu-west-1 with location ca-central-1. The result is limits and usage data on all instance types that are deployed in ca-central-1, by all of the fleets that reside in eu-west-1.   This operation can be used in the following ways:   To get limit and usage data for all instance types that are deployed in an Amazon Web Services Region by fleets that reside in the same Region: Specify the Region only. Optionally, specify a single instance type to retrieve information for.   To get limit and usage data for all instance types that are deployed to a remote location by fleets that reside in different Amazon Web Services Region: Provide both the Amazon Web Services Region and the remote location. Optionally, specify a single instance type to retrieve information for.   If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type.  Learn more   Setting up Amazon GameLift fleets |
| POST | / | This operation has been expanded to use with the Amazon GameLift containers feature, which is currently in public preview.  Retrieves core fleet-wide properties for fleets in an Amazon Web Services Region. Properties include the computing hardware and deployment configuration for instances in the fleet. You can use this operation in the following ways:    To get attributes for specific fleets, provide a list of fleet IDs or fleet ARNs.   To get attributes for all fleets, do not provide a fleet identifier.   When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.  If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found.   Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum all

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