> ## Documentation Index
> Fetch the complete documentation index at: https://docs.agentsfleet.net/llms.txt
> Use this file to discover all available pages before exploring further.

# Invite teammates

> Invite people into your account so they can open and steer its fleets.

## What this does

An invite lets another person work in every workspace of your account. They open its fleets, watch them live, and steer them.

Everyone who joins is a **member**. You stay the account's one **owner**.

| Action in your account | Owner | Member |
| - | - | - |
| Open workspaces and read fleets | Yes | Yes |
| Steer fleets and watch them live | Yes | Yes |
| Store secrets | Yes | No |
| Connect integrations | Yes | No |
| Invite and remove people | Yes | No |

A member who tries an owner action sees "Only the account owner can do this."

A message anyone sends to a fleet shows at once on every screen open on that fleet. It is marked queued until the fleet starts on it. A teammate's message shows their name above it.

## Before you begin

You need an `agentsfleet` account. Signup makes you the owner of your own account, so **Settings → Members** is always in your dashboard.

You need your teammate's email address. Your teammate accepts while signed in with that address.

## Steps

1. Open **Settings → Members** in the dashboard.

2. Click **Invite**, enter your teammate's email address, and click **Send**.

3. Click **Done**.

   `agentsfleet` emails the invite link to your teammate when you create the invite. The **People** table lists the address with the `invited` role and the email's status.

4. Check the status beside the invite's actions.

   * **Email sent**: the email went out. Your teammate finds the link in their inbox. If it never arrives, click the send button in that row to send it again.
   * **Email not sent**: the email did not go out. Click the send button in that row to send it again.
   * **Email not set up**: this `agentsfleet` deployment sends no email. Click the copy button and send the link yourself.

   The link expires 7 days after you create it.

5. Your teammate signs in with the invited address and opens the link.

   The **Invites** page lists your account under its owner's name, such as **Ada's account**.

6. Your teammate clicks the check mark in that row to accept.

   The dashboard opens the first workspace in your account.

The API offers the same actions. See the **Users** and **Tenants** groups in the API reference.

## Verify it works

Open **Settings → Members**. Your teammate's row shows the `member` role, and the **Time** column shows when they joined.

Your teammate opens the workspace switcher. Their own workspaces sit under **Yours**, and yours sit under your account's name.

## Common problems

**The invite was sent to a different email address ([`UZ-INV-002`](/api-reference/error-codes#UZ-INV-002)).** Your teammate is signed in with another address. They sign in with the invited address and open the link again.

**The invite is no longer valid ([`UZ-INV-001`](/api-reference/error-codes#UZ-INV-001)).** The invite expired or was revoked, so create a new invite. An already-accepted invite means your teammate is a member; remove them before inviting again.

**We could not send the email ([`UZ-INV-005`](/api-reference/error-codes#UZ-INV-005)).** Sending again found no mail service, or the mail service refused. The invite still works, so copy its link and send it yourself.

**Already invited or a member ([`UZ-INV-003`](/api-reference/error-codes#UZ-INV-003)).**

For a pending invite, copy the link from its `invited` row or revoke it before sending a new one.
A member already has access; remove them before inviting them again.

**Only the account owner can do this ([`UZ-AUTH-026`](/api-reference/error-codes#UZ-AUTH-026)).** A member tried to store a secret, connect an integration, or manage people. Ask the owner to make the change.

**Your teammate's API key or command-line login does not reach your account.** API keys and command-line logins reach only their holder's own account. A member works in your account through the dashboard.

## Remove or undo

To revoke a pending invite:

1. Open **Settings → Members**.
2. Click the revoke button in the invite's row, then click **Revoke**.

The link stops working. You can invite the same address again.

If your teammate accepted the invite first, `agentsfleet` refuses the revoke with [`UZ-INV-003`](/api-reference/error-codes#UZ-INV-003). The **People** table then lists them as a member. To take back their access, remove them.

<Warning>
  A removed member loses access to every workspace in your account within 15 seconds, including any page they have open. Your fleets, secrets, and workspaces stay as they are.
</Warning>

To remove a member:

1. Open **Settings → Members**.
2. Click the remove button in the member's row, then click **Remove**.

The owner's row has no remove button. An account always keeps its owner ([`UZ-INV-004`](/api-reference/error-codes#UZ-INV-004)).

A member cannot leave an account alone. They ask the owner to remove them.

## Related pages

* [Workspace overview](/workspaces/overview)
* [Manage workspaces](/workspaces/managing)
* [Error codes](/api-reference/error-codes)


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