Unity Multiplay Game Server Hosting shut down on March 31, 2026. The software has been licensed to Rocket Science Group, but the transition has left many studios in limbo — the deadline has passed and a significant number of developers are still without a new provider in place.
This post covers where things stand now, what the realistic options look like, and what migration actually involves.
What’s still running
Only the dedicated server hosting layer shut down. Unity Matchmaker, Relay, Lobby, Distributed Authority, and Netcode for GameObjects are all unaffected and continue to work with third-party hosting providers. Your matchmaking rules, player grouping, and ticket logic don’t need to change — only where your servers run.
Where studios are going
Three paths are seeing the most traction right now.
Rocket Science Group
Rocket Science was founded by the original Multiplay engineering team and licensed the software from Unity. Their pitch is continuity: the underlying platform is the same codebase Multiplay ran on. For studios that completed the handoff before the deadline, nothing changed.
In practice, Rocket Science has migrated a small number of studios so far. Pricing hasn’t been published. Studios choosing this path are trading Unity dependency for a new vendor relationship with a smaller company. If you’re still in queue, it’s worth having a parallel option ready.
Edgegap
Edgegap has a dedicated Unity plugin and a documented migration path from Multiplay. Self-serve onboarding, 615+ edge locations, pay-per-second pricing. If your team is already comfortable in the Unity editor toolchain, this path has the shortest ramp. Their SDK is optional — see how Gameye compares to Edgegap.
Gameye
Gameye is a dedicated server orchestration platform — seven years of production, 120M+ sessions orchestrated. API-driven: a single HTTP call starts a session, and Unity Matchmaker routes to it.
The key difference from the other options: Gameye requires no SDK in your game server binary. You remove the Multiplay SDK (IMultiplayService, MultiplayEventCallbacks, ReadyServerForPlayersAsync) and don’t replace it with anything. Your server just starts, listens on its port, and accepts connections.
- $0.07/vCPU/hr — no egress fees, no bandwidth charges
- 0.5-second session starts — no fleet pre-provisioning
- 21 providers, 200+ datacenters — bare metal + cloud with automatic cross-provider failover
- Game-aware DDoS protection across all providers
- Unity Matchmaker compatible — your matchmaking rules stay unchanged
- Sandbox in 24 hours — no sales call required
What migration actually involves
The technical scope is smaller than it feels right now. Your authoritative game server code, networking stack, Unity Matchmaker configuration, Relay, and Lobby integrations are untouched.
What changes:
- Remove the Multiplay SDK — strip
IMultiplayService,MultiplayEventCallbacks, andReadyServerForPlayersAsyncfrom your server build. With Gameye, there’s no replacement SDK - Containerise your server — if it’s not already in a Docker container, that’s the main new step. Unity’s Dedicated Server build target produces the binary; Docker wraps it
- Replace the allocation call — wherever your backend called Multiplay’s fleet API, replace it with
POST /sessionto Gameye. The response returns host IP and port immediately - Configure in the Admin Panel — set your image, ports, regions, and webhook
Studios have completed this in under two weeks with parallel testing. Step-by-step migration checklist.
Full comparison
For a detailed breakdown of how Gameye compares to the other options — including feature-by-feature tables, pricing, and infrastructure — see:
- Gameye vs Unity Multiplay — full platform comparison
- Unity Multiplay migration options — all three paths compared side by side
- Multiplay to Gameye migration checklist — step-by-step with API examples
Sandbox access in 24 hours. No sales call required. Request your Gameye API key.