Server analytics

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

Game Server Hosting tracks specific analytic data for each server. This data includes concurrent users, usages, crashes, and major events. The analytics for servers is similar to the analytics for fleets.

Each analytic data is displayed on the server view of the Unity Cloud Dashboard as a graph or chart.

Concurrent users

Concurrent users encompasses the number of users connected to a server at a given time. The Concurrent users graph displays the number of live concurrent players connected to the server across time.


Crashes occur when a server within the fleet exits unexpectedly or with an error code. The Crashes graph displays the number of server crashes the server experienced over time.

Major events

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. The major events graph displays the number of major events.


Server usage is the amount of CPU and memory servers consume, tracked across time. You can view the usage statistics for each server through the Unity Cloud Dashboard. The CPU usage is tracked as a percentage of the total CPU power available and the memory is tracked in gigabytes.

Server events

Server events include server actions and server failures. The Server events view lists the events associated with the server along with the time stamp of each event and the machine the server was running on at the event time.

Server actions

Server actions are actions performed on a server, and change the status of the server. These actions are performed automatically by Game Server Hosting and manually by account users. The actions include:

  • Starting a server
  • Stopping a server
  • Allocating a server
  • Deallocating a server