A fleet is a collection of servers that host a game or application in specific regions. Once your fleet is online, you can start making allocations via your matchmaker. You can have one or more fleets, and each fleet has a view where you can view the fleet details, the linked build configurations, the scaling settings, and the fleet analytics.
Each fleet has the following associated information:
- Fleet name: The human-readable name of the fleet.
- Fleet ID: The unique identifier of the fleet.
- Operating system: The operating system that the machines within the fleet run. You select a fleet’s operating system when you create a fleet. You can’t change the fleet operating system later.
- Build configurations: The build configurations linked to the fleet.
- Regions: One or more regions and their associated scaling settings.
Each fleet has a collection of analytic data that Game Server Hosting collects from the implemented server query protocol, such as simultaneous users, usage, crashes, and major events. The Unity Dashboard displays each data type as a chart or graph, and you can view the fleet data at a global or regional level.
The fleet analytic data includes:
- Concurrent users
- User capacity
- Server density
- Server allocations
- Users per build configuration
- Major events
The concurrent users graph displays the number of live concurrent players within the fleet’s servers.
The user capacity graph shows the correlation between the total number of user slots and the number of allocated user slots.
Server density is the number of players connected to allocated servers. Game Server Hosting tracks this number across time and displays the data on a graph on the fleet analytics view.
Server allocations are the number of allocated servers within the fleet at a given time.
Users per build configuration
Users per build configuration is the number of concurrent users connected to a game session running a specific build configuration. The graph shows this number for each build configuration across time.
Major events include servers restarting and servers crashing. Most server events, apart from crashes, are triggered by performing a server action. The major events graph displays the number of major events.