# Documentation for headless instance orchestration layer

**URL:** <https://forum.heroiclabs.com/t/documentation-for-headless-instance-orchestration-layer/2638>\
**Category:** Documentation\
**Created:** [May 17, 2022, 7:45am UTC](https://forum.heroiclabs.com/t/documentation-for-headless-instance-orchestration-layer/2638 "2022-05-17T07:45:39Z")\
**Posts on this page:** 1\
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**Author:** ![juryxiong](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/juryxiong/32/1458_2.png) [@juryxiong](https://forum.heroiclabs.com/u/juryxiong)\
**Post date:** [December 7, 2022, 11:48am UTC](https://forum.heroiclabs.com/t/documentation-for-headless-instance-orchestration-layer/2638/11 "2022-12-07T11:48:13Z")

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To someone who may concern:

Although a few, there exsit some mentions on how to integrate headless server with Nakama:

> [@Multiplayer game with physics](https://forum.heroiclabs.com/t/multiplayer-game-with-physics/270/2):
>
> @mnarimani That’s been done quite a few times with Nakama so far but the exact integration depends on the environment you run servers within but I can give some general advice on the best approach to use: Use Nakama for the authentication and other parts of your game server logic. Use the matchmaker\_matched server side hook (intercept function) that is called when players have just been matched. Use that to share the info needed for the players to receive the server details to join the headles…

and

> <https://github.com/heroiclabs/nakama-docs/issues/161>
>
> Using Nakama plus a headless engine instance is a very attractive scenario for p…rofessional projects, and there's a significant amount of demand for this in FPS/Moba/Action game discussions, basically anything on the other end of the precision/performance scale of networking requirements.
> 
> Off the top of my head, the docs should help explain how the Auth workflow would work, I remember asking a while ago and hearing it'll involve passing session tokens around, but that doesn't help get one very far if they have game engine knowledge \> web dev knowledge.
> 
> Also best practices for other features like realtime chatting (I am guessing clients would send chat messages to Nakama directly instead of the headless server? Would be nice to confirm that).
> 
> Additionally, might be worth talking about matchmaking and spawning additional headless instances.

At least I have some clues on how to. I’ll try the integration.

If I succeed, I’ll share how I do it.

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