Server readiness

Note: The content on this page pertains to Game Server Hosting (Multiplay) available on the Unity Dashboard. If you’re using Game Server Hosting (Clanforge), see the Game Server Hosting (Clanforge) documentation.

Game servers are not always ready to start hosting a match or have players connect when the processes start up. They likely have an initialization process to run through for loading assets or connecting to external services.

Game server readiness is a feature that allows game servers to let Game Server Hosting know, and by extension, the matchmaker or service that controls player connections, when they're prepared to accept players and when they're no longer ready to accept players through the Game Server SDK.

The feature enables a game server to complete its start-up logic before players attempt to connect. Without this feature, a game server with a long start-up time can reject players trying to connect, resulting in a bad experience.

The Game Server Hosting allocations system only considers a game server to fulfill an allocation when it’s online and has announced itself as ready.

The following flow chart illustrates where server readiness comes into the allocation flow.

Tip: Game server readiness can also function as an indication of server health. You can implement health checks at start-up and only flag a server as ready if it passes all health checks. This way, you ensure that Game Server Hosting doesn’t use a potentially unhealthy server to fulfill an allocation.