Keep Unity for multiplayer connectivity. Put durable game state behind a clean backend boundary.
Unity's current Multiplayer Services SDK still handles sessions, Lobby, Relay and Matchmaker. Crux sits beside that stack when you need durable player state, progression, leaderboards, economy, live config, or a provider-neutral server registry.
No claim that UGS disappeared. No claim that Crux hosts your Unity fleet. Use only the layer you actually need.
Unity MPS / Netcode
sessions
Lobby / Relay
Matchmaker
realtime networking
Crux
player auth + data
stats / achievements
leaderboards / economy
live config
server registry Inspect the backend layer before you wire it into Unity.
The Unity client SDK is MIT licensed, the hosted API contract is public OpenAPI, service health is live, and the exit commitment is written down.
Live API status
A live check of the hosted API right now. No made-up uptime percentage and no hidden demo environment.
Check current statusPublic API contract
The hosted HTTP surface is documented as OpenAPI. Inspect the wire format before choosing an SDK or writing an adapter.
Open the specMIT client SDKs
The JavaScript, Godot, Unity, and Roblox client SDK source is public. The hosted backend itself remains a managed proprietary service.
Inspect the SDK sourceDocumented exit path
Read what is exportable today and the written commitment for advance notice plus an export window if the hosted service winds down.
Read the exit guaranteeUnity SDK source
Read the exact C# player and dedicated-server clients, including publishable-key and server-token trust boundaries.
Inspect the Unity SDKUnity MPS is not the same job as persistent game backend.
Unity now wraps Lobby, Relay and Matchmaker behind the Multiplayer Services SDK and sessions API. That is a good fit for connecting players. Durable progression and backend-owned business rules are a separate architectural decision.
Keep in Unity
- Netcode for GameObjects / Netcode for Entities
- Sessions and player connection coordination
- Lobby and Relay when they match your topology
- Unity Matchmaker pools, queues and rules
Use Crux for durable backend jobs
- Player identity and persistent documents
- Stats, achievements, inventories and currencies
- Leaderboards that outlive a multiplayer session
- Backend-owned live config and environment separation
- Dedicated-server registry and heartbeat data
Prove one Unity request before moving architecture.
Crux deliberately starts with a standalone C# request. That tells you whether credentials, project/environment IDs and the backend contract work before you mix the result into Netcode, Sessions, Matchmaker, or a headless server process.
Player builds use a publishable key. Trusted headless server builds use a server token. Secret credentials stay out of shipped clients.
- Create a free project and run the live sample.
- Open the Unity SDK setup with the project and environment already selected.
- Run the generated C# from your Unity project; Crux confirms the external request.
- Add only the persistent primitives your game needs.
- If you operate a headless Unity server, mint a server token and register/heartbeat it from that trusted process.
| Your question | Start here |
|---|---|
| What changed in Unity multiplayer services? | Current Unity MPS / UGS map |
| What happened to Multiplay hosting? | Multiplay migration options |
| How should a headless Unity server call the backend? | Dedicated-server integration |
| Using Photon Fusion inside Unity? | Photon + persistent backend |
| Need to model backend cost? | Backend cost calculator |
Multiplay Hosting changed. Unity multiplayer did not disappear.
Unity concluded direct support for Multiplay Game Server Hosting at the end of March 2026 and marked the Unity service deprecated from April 1, with a migration exception for customers already moving to Multiplay by Rocket Science. Unity's current MPS SDK continues to provide sessions, Lobby, Relay and Matchmaker. Crux does not currently sell general-purpose Unity fleet hosting, so choose your hosting separately and keep the backend contract portable.
Let Unity connect the match. Let the backend remember what happened.
Start with one C# call. If the boundary fits, add persistent services without rewriting the realtime layer.
Create the free Unity project →