Unity Environments
Use logical partitions to organize your service data for testing, staging, and production workflows.
Read time 4 minutesLast updated 8 days ago
Environments are logical partitions for Unity Gaming Services that contain data associated with your project. Examples can include game code using Cloud Code, or game configurations using Remote Config.
- Environments are isolated. This means that if you change data in one environment, data in other environments is not affected.
- You apply environments at the project level.
- You can think of environments as namespaces or labels for your data.
- Creating an environment doesn't provision resources; it enables you to tie data to a specific workspace.
Supported services
The following services currently support environments:
- Analytics
- Cloud Code
- Cloud Content Delivery
- Cloud Save
- Economy
- In-App Purchasing
- Lobby
- Matchmaker
- Multiplayer Services
- Relay
- Remote Config
Unity Gaming Services will continue to release environment support for additional services.
Manage environments
To access a project's environments from the Unity Dashboard, follow these steps:
- In the Unity Dashboard, open your project.
- Select Development > Environments.
The Environments page displays a list of environments for the project.
Create environments
All projects start with a production environment. You can create up to 25 environments for a project.
To create a new environment for a project, follow these steps:
- In the Unity Dashboard, open your project.
- Select Development > Environments.
- Select Add Environment.
- Enter a name for the new environment.
- Select Add.
The new environment is displayed in the Environments page for the project.
Refer to Environments best practices
for other tooling and recommendations.
Switch environments for a project
Services that support environments contain an environment switcher dropdown in the UI. This displays the name of the currently selected environment.
To switch the environment for a project in the Unity Dashboard, follow these steps:
- In the Unity Dashboard, open your project.
- Open a service that uses environments.
- In the environment switcher, select the environment to use.
The environment you selected is now the active environment for all services in the project.
Access environments within Unity projects
Use the Services Core initialization options to initialize your Unity Gaming Services in the development environment you want the player to experience. If unspecified, Unity Gaming Services will initialize in the default “production” environment.
To do this, include the and namespaces, then invoke the method with an parameter configured to pass in the environment name. For example:
Unity.Services.CoreUnity.Services.Core.EnvironmentsUnityServices.InitializeAsync()optionsInitializing Unity Gaming Services with the "dev" environment.
using Unity.Services.Authentication;using Unity.Services.Core;using Unity.Services.Core.Environments;using UnityEngine;class InitWithEnvironment : MonoBehaviour { async void Awake() { var options = new InitializationOptions(); options.SetEnvironmentName("dev"); await UnityServices.InitializeAsync(options); await AuthenticationService.Instance.SignInAnonymouslyAsync(); }}
If no option is specified, the Environment Selector value is used.
If no Environment Selector option is present, 'production' is used as the default.
For more information, refer to Environment Selector.
Environments recommended practices
Configuration as Code
Most UGS services support implementing Configuration-as-Code practices.
Configuration as Code is the practice of treating configurations the same as code.
This approach enables versioning, code review, automated deployment,
and eliminates manual environment setup across your development pipeline.
It also lets you reuse configurations across projects and organizations.
Recommended environment strategy
The recommended best practice is to use environments as follows:
- Production environment: Live environment serving released applications, updated from stabilization branches.
- Staging environment: Production-like environment for final testing, updated from stabilization branches.
- Development environment: Shared integration environment for the team, updated from main development branch.
- Personal environments: Individual developer workspaces for experimentation and feature development. Only developers actively working on service-enabled features need personal environments to iterate safely and avoid impacting anyone's work.
Environment management tooling
Editor Deployment window
The Deployment Window
is accessible through Services > Deployment in Unity Editor 2022 and later,
once the package is installed. It allows you to deploy local service content to the services.
It is the preferred way of iterating and working on service-enabled features.
The following services are supported:
- Cloud Code (JavaScript and C# modules)
- Economy
- Game Overrides (through the Services Tooling package)
- Remote Config
- Leaderboards
- Matchmaker
- Multiplay Hosting
- Access Control (through the Services Tooling package)
The respective service package must be installed to enable the integration, refer
to the Deployment window for details.
Any content that can be deployed via the Deployment window can be deployed to any environment.
Actions available through the Deployment window can also be used in automations using the Deployment API,
such as build scripts.
You can also use the Deployment API to build custom tooling to work with environments.
Unity Gaming Services CLI
Use the UGS CLI to call services' admin APIs, and to
and configurations for the following services:
deployfetch- Access Control
- Cloud Code (Scripts and Modules)
- Remote Config
- Economy
- Leaderboards
- Matchmaker
- Triggers
- Schedules
The CLI also provides access to other services without config-as-code needs.
For more information, refer to the CLI documentation.
Deploy and fetch workflow
You can use the and commands in automations to achieve common needs,
such as diffing an environment and rolling back an environment with
the supported services.
deployfetchDeploy command
Use the command to move content from one environment to another,
with rollback:
deployWithout source control:
mkdir backup_prodmkdir staging_confugs fetch backup_prod --reconcile -s <specify the services here>ugs fetch staging_conf --reconcile -s <specify the services here>ugs deploy staging_conf -e production # promotion#rollbackugs deploy backup_prod -e production
With source control:
git checkout origin/stableugs deploy ugs_config_folder#rollbackgit checkout tags/last-release -b stableugs deploy ugs_config_folder
Source control makes it easier to track what's being deployed,
and automate deployments.
Fetch command
Use to compare the configuration between two environments.
This fetches the relevant configuration and compares it, using your
preferred diff tool.
fetchFetch configurations from both environments and use git diff:
ugs fetch ./staging-configs --environment-name staging --reconcile -s <services>ugs fetch ./prod-configs --environment-name production --reconcile -s <services>kdiff3 ./staging-configs ./prod-configs
UGS Services APIs package
The Services APIs package provides simple access to most public UGS API
packages. This lets you build any amount of custom tooling
using the admin APIs or game APIs directly from within Unity.