Edgegap vs Unity Multiplay
Edgegap vs Unity Multiplay
Edgegap vs Unity Multiplay

Edgegap vs Unity Multiplay

Edgegap vs Unity Multiplay

Edgegap vs Unity Multiplay

Edgegap and Unity Multiplay both offer dedicated game server hosting orchestration.

What sets them apart?

Comparison - Insights Summary

Comparison - Insights Summary

Comparison - Insights Summary

Edgegap

  • Edgegap offers a modern, highly optimized, multicloud game server orchestration on the world’s largest edge network, which enables multiplayer game developers to:

  • Edgegap’s platform is accessible to anyone and can be tested with a free account which includes the essential resources to help game developers get started.

  • Edgegap’s approach enables game studios to deploy to all its cloud locations worldwide at a single, universal price based on 100% compute usage.

  • Edgegap also offers an easy-to-integrate, fully managed matchmaking system, and the option to use hybrid orchestration which optimizes bare metal and cloud usage to further minimize costs for game studios.

  • Edgegap prides itself on its easy and short integration process (“get your game online in minutes”) including its compatibility through easy-to-use plugins, samples, and integrations with major game engines (Unity, Unreal) and tools most used by game developers (e.g., Heroic Labs Nakama, Mirror Networking, PlayFab, Photon Fusion, etc.; often endorsed by the original creators themselves), for an even easier integration process.

  • Edgegap is constantly updated, with releases every two weeks on average including new features, platform improvements and bug fixes.

Unity Multiplay

  • Unity Multiplay’s orchestration, while it offers container, is based on the traditional fleet architecture. It offers the ability for hybrid orchestration between cloud and bare metal hardware.

  • Developers have to pay for the entire server, even if they only have a single container running, driving the price much higher.

  • Unity Multiplay’s integration process, while complex, remains well documented for both Unity and Unreal.

  • Unity Multiplay benefits from its integration within the Unity Engine’s game service ecosystem, and works with Unity’s matchmaking and analytics services albeit for an additional fee.

  • Unity Multiplay advertises 99.85% uptime but does not include DDoS protection and only offers paid support.

  • Unity Multiplay promotes it offers “290 data center locations across the world”, but doesn’t offer a list of locations. Additionally, while it offers pay-per-use pricing, every location must be individually purchased; multiplying the costs for every location added.

  • Unity does not provide insights into Multiplay’s development. As part of its release notes, the last update with additional features to Multiplay dates to August 2024, a full year as of writing (September 2025).

Comparison - Deep Dive

Comparison - Deep Dive

Comparison - Deep Dive

Initial Setup & Integration

Edgegap’s documentation and videos highlight the orchestration platform’s simple integration process and demonstrate how fast it can be achieved.

Edgegap provides integration process for both Unity Engine and Unreal Engine. Specifically for Unity, it offers a plugin which enables developers to containerize and deploy a game server directly from Unity’s editor. Edgegap’s “build from container” integration process for Unreal Engine is faster than any other method, as it doesn’t require developers to build Unreal Engine from Source which is the typical dedicated game server integration process for this engine. Both help developers containerize their game server for their project, and deploy it to Edgegap’s platform in minutes.

Additionally, Edgegap provides samples alongside dedicated integration processes across major netcode transport including Mirror Networking, Unity’s Netcode for Game Objects (NGO), Photon Fusion, Fish-Networking (“FishNet”). This also includes major game services and backend tools such as Heroic Labs’ Nakama, Microsoft’s PlayFab, Epic Games’ Epic Online Services, Pragma Engine, and Beamable.  

Edgegap provides game developers with the flexibility to choose which container registry they want to use – including Edgegap’s own container registry, but also external solutions if developers prefer, such as Docker Hub, GitLab, Google Cloud’s Registry, and Amazon Elastic Container Registry (ECR).

Once a game server is deployed, Edgegap offers a highly intuitive user experience. Every user can quickly oversee its deployment on its dashboard. For more insights, Edgegap offers an Analytics dashboard which provides details on monitoring releases with live server count per version and resource usage overview, including CPU-related and memory insights, alongside networking insights to detect inefficient networking patterns and optimize netcode performance.

Unity Multiplay’s integration process, per their documentation, requires multiple steps and is complex, with little to no automation. First, through the Unity Dashboard, users must link their project. Followed by step of adding the Multiplayer Hosting package dependencies. Then, users must manually create a build by containerizing themselves their game server, then create a build configuration which includes build, game server executable and query type details. The second-to-last step is to create a fleet, including fleet details (name, operating system, fleet details), fleet scaling settings (i.e., adding a region to your fleet, alongside setting min/max servers values) and server density (i.e., the resource allocation for the game server across cloud and/or bare metal hardware, including hardware of each machine such as the MHz of their CPU and RAM allowance per server). Only then, can users deploy a game server and test their server allocation.

Multiplay includes integration includes, evidently, Unity Engine. It also highlights the integration process for Unreal Engine on its documentation.

As recommended by their documentation, the next steps in terms of integration process are to add Unity’s services such as Matchmaking and Analytics. Note that matchmaking and analytics’s pricing is an additional fee to game server hosting.  

Products

Beyond dedicated game servers, Edgegap offers a range of solutions to help multiplayer game developers, including:

  • Matchmaking: Group players easily and launch games instantly. A fully managed, infinitely customizable matchmaking system to optimally group players worldwide.

  • Managed Clusters: Managed Clusters make hosting self-managed game services and game backend easy and fast.

  • Managed Infrastructure: Easily and cost-effectively run all backend services in Edgegap’s fully managed clusters including, managed Kubernetes, managed databases & storage, and real-time CDN.

  • Container Registry: Edgegap’s registry includes 10 GB, with external registry integration available.

  • Analytics: Generate insights to optimize your game server, usage and orchestration experience.

  • Private, Always Online Deployments:  Learn how to enable persistent worlds with 24/7 always online deployments. Ideal for multiplayer experiences such as social games and MMOs.

  • China Deployments: Leverage the same platform worldwide. Availability is pending regulatory, country-specific compliance in this market.

  • Hybrid Orchestration (Bare Metal + Cloud): For committed studios with predictable traffic, leverage Bare Metal for low tide traffic to optimize costs, and seamlessly scale with Cloud for traffic spikes.

Unity’s Multiplay offers hybrid orchestration (bare metal + cloud) through manual input at the server density step of its integration process.

Beyond this functionality, Unity’s Multiplay doesn’t offer specific solutions for multiplayer game developers, only connectivity to Unity’s multiplayer game service ecosystem.

As such, everything listed here works with Edgegap’s platform, as they aren’t tied to Multiplay specifically. In other words, any Unity Engine developers can use them in tandem with Edgegap.

  • Matchmaking: Unity Engine offers its own matchmaking system.

  • Lobbies: Unity Engine offers a lobby browsing feature.

  • Relays: Unity Engine offers a Relay service, which includes only 11 locations worldwide and lacks presence, for example, in the Middle East, Africa, Korea and China.

Unity’s Multiplay doesn’t include managed infrastructure. Additionally, Multiplay doesn’t support persistent instances (i.e., running game servers 24/7) which makes it near impossible to use for games like MMOs.

Performance (Distribution, Latency Reduction, Scalability & Resilience)

Distribution

Edgegap’s modern, regionless orchestration platform is built from the ground up to provide a multi-tenant environment. Each studio can manage multiple productions within a single, geographically distributed, and highly available environment.

Edgegap prides itself on leveraging its patented orchestrator on the world’s first, and largest, edge network built for multiplayer game server hosting. It includes, as of writing, 615 locations worldwide across 17+ cloud and bare metal providers who are all available to deploy game servers on-demand. 

Edgegap's platform instantly distributes multiplayer games worldwide without the need for selecting regions like in traditional orchestration platforms.

Multiplay advertises access to “over 290 data center locations across the world”. However, it does not offer a list of these locations throughout their documentation for Multiplay hosting (it only does for their relays). Also, as clearly stated through their documentation and pricing, Multiplay is a traditional “per region” orchestration. Meaning that each location must be purchased individually.   

Latency

Edgegap’s platform, using its patented decision-making algorithm and the world’s largest edge network, to deploy game servers closest to users. Which enables game developers to deliver:

Critically, this ensures a “95% improvement of players' experience” worldwide, which helps game developers ensure a  certain consistent end user experience including traditionally challenging markets such as Oceania and Asia which doesn’t always justify hosting in these markets with traditional orchestration given certain countries’ lower average revenue per user or small  population size.  

Additionally, it helps game developers avoid static, region-locked matchmaking which helps increase match quality for players.

Unity’s Multiplay platform does not advertise on their website, or documentation, any latency improvements.

Unlike Edgegap which has an edge network, Multiplay clearly states it uses a network of “data center locations”.  

Players in both cities and farther geographic locations are likely to have poor latency due to being farther away from the data centers. As stated in this article, Edgegap’s collaboration with a AAA publisher showed that, despite having the AAA studio’s large number of locations (more than what even most studios would be able to afford), by using traffic from 600,000 transactions and comparing the results with a AAA studio’s current architecture, only Edgegap demonstrated an average latency reduction from 116 milliseconds to a drastic 48 milliseconds.

Scalability

Edgegap’s performance benchmark proves its orchestration can consistently scale at 40 deployments per second, sustained for 60 minutes, for a total of 14 million concurrent users (“CCU”) of players worldwide. Thanks to its patented decision-making and rapid-scaling technology. Stacking two of such instances on Edgegap’s platforms allow game developers to manage as much traffic as Fortnite had during their peak launch (100 req. per seconds).

This allows game developers using Edgegap’s orchestration to scale and ensure to succeed the biggest scaling challenge of orchestrators; namely meeting player’s demand over a short period of time such as a midnight launch, a game’s addition to a subscription service, or a “streaming sensation” overnight popularity.

Unity Multiplay mentions on their webpage they offer automated orchestration. Namely that it “scale the number of servers in your fleet up and down automatically in response to player demand” as to ensure “enough capacity available without wasting resources.”

Unity Multiplay offers no performance data or historical data to confirm the level of synchronicity between player requests and their deployment.

Of worry is Multiplay’s orchestration architected being based on a fleet manager. Which means that rapid scaling can be more challenging since servers can take up to 15 minutes to boot when requested. Even if a server is available, deployment of the game server itself has been reported as very long, with a terrible boot time as noted by an ex-Multiplay user:

"[Multiplay has a] cold start of 16 minutes to boot a server when a request is done!” – Multiplayer developer who migrated to Edgegap

The game developers is responsible to cover the entire cost of every server in every location, whether they have players playing or not.

Resilience

Edgegap’s vast network telemetry allows it to detect issues with sites or providers, such as outages, and instantly redirect deployments across its 17+ providers across cloud and bare metal.

Edgegap’s platform has been running live 24/7 for the past six years, maintaining over 99.99% availability.

Unity Multiplay’s website advertises “an uptime SLA of 99.95%” (i.e., about 4.3 hours of downtime every year), which is well below Edgeap’s 99.99% uptime (i.e., 4x less, namely less than an hour of downtime per year).

Unity Multiplay’s service status is available through Unity’s status page, including an incident and maintenance history, for up to 3 months.

Platforms & Adoption

Edgegap’s dedicated game server and various integration ensure the platform supports all game hardware types, such as PC, consoles (PlayStation, XBOX, Nintendo Switch), VR, mobile, web-based (HTML5, WebGL, etc.) alongside new devices such as extended reality (“XR”) devices including Apple’s Vision headsets, and META’s AI glasses such as Ray-Ban Meta and Meta Ray-Ban Display.

Edgegap is part of Nintendo’s Switch developer portal alongside PlayStation’s Partner Program.

Edgegap is the sole orchestrator endorsed by Epic Games, makers of Unreal Engine, through its Epic Online Services.

In terms of games, Edgegap currently manages live games from AAA titles to indie projects alike. Current AAA games running on Edgegap includes (as of 2025.09) PAYDAY 3 by Starbreeze, 7 Days: Blood Moon by The Fun Pimps and Den of Thieves by Otherwise Entertainment, alongside top 5 VR game Ghosts of Tabor and Digigods. Case studies for certain of these games are available to read.

Over 1,600 studios have used Edgegap’s platform (as of 2025.09), and managed millions of players and hundreds of thousands of game server.

Unity Multiplay’s dedicated game server hosting, through its Unity integration, supports all game hardware types, such as PC, consoles, and mobile.

Unity promotes that Multiplay’s users “Use the platform that hosts 77 million game sessions in a month” and that its services are enjoyed by “3 million concurrent players”. However, both of these claim’s dates to August 2023 per the website’s reference and haven’t been updated as of writing in September 2025.

Of note, SteamDB tracks the usage of Multiplay’s SDK here (link), whose top concurrent users game is “Gang Beasts” with 534 concurrent users at time of writing, namely September 21st 2025 at 21:00 UTC.

Unity Multiplay advertises it hosts game servers for Second Dinners’ MARVEL SNAP card game.

While it promotes a case study with APEX Legends on its website, which has now been locked to view, it lost APEX Legends to its competition in April 2025. Repawn Entertainement, calling the migration necessary as to:

“improve overall performance and deliver a smoother, more reliable gameplay experience for all.” – Respawn Entertainement, June 17, 2025 (link)

Development

Edgegap, based in the region of Montréal, Canada, promotes its high-quality development and operations. Namely its product, development, and operations teams employ robust processes, including roadmap strategy, agile methodology, QA, and strict code reviews. It’s CI/CD pipeline spans development, staging, and production environments, resulting in a high-quality platform strong availability. The orchestrator's production is entirely in-house from Edgegap’s office in the region of Montréal by a strong and cohesive team.

Edgegap consistently releases updates through sprints, maintaining a cadence of a release every two weeks on average, introducing new features, improvements and bug fixes each time. All listed in its release notes.

Unity does not share insights into Multiplay’s development.

Multiplay’s release notes are rolled in Unity’s. All Multiplay’s latest release have been quality of life related material (e.g., better warnings, bug fixes, broken documentation link). The last of Unity’s release note with new features and modifications for Multiplay dates back to August 2024 through its SDK 1.2.5 update.

Security & Support

Security

Edgegap advertises its automated protection against hackers with instant DDoS attack protection.

Whenever Edgegap detects abnormal traffic patterns indicative of DDoS attacks in real time, the platform automatically redirects traffic away from the targeted server, disperse the malicious traffic, and even scale up resources if needed.

Unity Multiplay does not promote any information on security, such as DDoS attack protection.

Support

Edgegap’s client support is free and includes 24/7 on-call engineers for games with live traffic. It has a client support dashboard.

For integration support, or ongoing conversations with clients, Edgegap has a public Discord server, or supports clients via Slack or the ability to contact its team via email.

Edgegap also provides SLA on a case-by-case basis.

Unity does not offer support across any of its game services, including Multiplay, by default. “Enhanced support” is only available through its sales team, as part of a contract with Unity.

Price

Price

Price

Edgegap provides access to its platform with a free account. This includes a free trial with the essential resources to help game developers get started. It doesn’t require a credit card.

Edgegap has a clear, transparent pricing for its game server orchestration that is solely based on usage. Namely, $0.00115/min. per Dedicated vCPU (which is fractionable) and $0.10/GB of monthly Network Egress as of 2025. Edgegap’s pricing is 100% for compute unlike traditional orchestration which has wasted capacity.

Edgegap allows for vCPU fractioning, down to ¼ vCPU. This means for game developers they can optimize their game server to, for example, 1/4 vCPU that means a final price of 25% * $0.00115 = $0.0002875/min.

Edgegap does not require a commitment, nor has upfront costs, nor does it require engineering support.

Edgegap offers hybrid orchestration (bare metal + cloud), which is available only via clients request as 2025 due to required information necessary to propose a final pricing.

For matchmaking, Edgegap has managed cluster tiers with clear “per-hour” pricing. Starting as low as $22 per month.

Multiplay’s pricing is also based on pay-as-you-go model.

Breaking it down, Multiplay's pricing is much more complex as it charges server usage across three aspects.

  1. Hardware: including CPU (Core: $0.038 per hour), memory (RAM $0.0051 per GB per hour), and the OS layer (0$ per hour for Linux, but $0.046 per hour for Windows).

  2. Egress: it adds network (Egress) fees of $0.14 per GB

  3. Storage: charged at $0.2 per GiB per month.

Additionally, each of these has to be calculated per location, thus any estimated cost must be multiplied by the number of locations used.

This makes estimates challenging, especially given the lack of a pricing calculator. Making its claim of “[reducing] your hosting cost per player by between 30–40%” impossible to verify versus its competition. Also of note, it refers this claim to its 2023’s “TCO Estimator” which is unavailable as of writing in September 2025.

Of note, is the fact that Multiplay’s traditional orchestration architecture is fleet-based. Unlike modern just-in-time, container-based orchestration, fleets charge for a full VM usage – including wasted capacity (i.e., OS, scaling, unused capacity). This means game developers can expect 20-30% of Multiplay-like orchestration to be wasted.

Migrating from

Migrating from

Migrating from

Unity's Multiplay

Unity's Multiplay

Unity's Multiplay

to Edgegap

to Edgegap

to Edgegap

Edgegap has detailed documentation that highlights the process to switch from Multiplayer to Edgegap. In summary, you can expect the following steps:

  1. Remove references to Multiplay from project

    • The first step to switch to Edgegap Arbitrium is to remove the code that initializes the Unity Gaming Services for your server, see the template in the documentation for more details.

    • You should also unlink your project from the Unity dashboard under Edit -> Project Settings -> Services if your game is made with Unity.

  2. Containerize your game server

    • The second step towards switching to Edgegap is to containerize your game server. You can follow the following guides: Unreal, Unity.

  3. Push your container on a repository

    • You will have to push your container on a repository. You can use Edgegap's private repository or any other option.

  4. Create an Application on Edgegap

    • Now that your container is on a repository, you will have to create an Application on Edgegap Arbitrium; This Application will represent your game sever.

    • You need to add the same port as your Dockerfile to your app version, as well as link the image you just pushed on a repository in the Container section. This is also where you can add some Environment Variables specific to your app version, much like the Configuration Variables in the Build Configurations on Multiplay.

    • With only these settings, you can now deploy your server on demand for your players!

Head-to-Head Comparison

Edgegap

Unity's Multiplay

Focus

Focus

Focus

Leverages edge computing through the world's multi-cloud network for optimized latency and performance.

Traditional cloud-based game server hosting in the Unity ecosystem, hosted by a third party public cloud.

Hosting

Hosting

Hosting

Distributed edge computing deployments nearest to players to lower latency & improve multiplayer experience.

Centralized cloud-based servers.

Regions

Regions

Regions

Extensive global distribution with over 17+ providers with 615+ locations worldwide.

Limited to 5 regions.

Pricing Model

Pricing Model

Pricing Model

Pay-as-you-go by the minute, paying only for active use and traffic, with precise costs calculations.

Pay-as-you-go per CPU core, plus Egress ("Network") and Storage.

Engine Support

Engine Support

Engine Support

Plugins for native support within the Unity & Unreal editor, and support for Godot, Cocos. Soon available for Bevy.

Focused on the Unity ecosystem, with some features available for Unreal

Scalability

Scalability

Scalability

Up to 14M CCCU with dynamic rapid-scaling of 40 deployments per seconds for 60 minutes sustained.

Vertical scaling vulnerable to outages and DDoS attacks

Documentation & Support

Documentation & Support

Documentation & Support

Comprehensive documentation, dashboard, and 24/7 support for clients.

Documentation and minimal support on Unity forums.

Ease of Integration

Ease of Integration

Ease of Integration

"One click" plugins for major game engine (Unreal, Unity), alonside seamless SDK/API integration. Video tutorials for major engine, netcodes & more.

Multi-stage integration process with build, configuration, fleet management setup.

Network

Network

Network

Optimized, low-latency network due to the world's largest edge computing network built by Edgegap.

Standard cloud networking.

Infrastructure

Infrastructure

Infrastructure

17+ providers, including public cloud and Bare Metal, for multi-cloud to ensure automatic rerounting of traffic for the ultimate resilience.

Standard cloud infrastructure, no resiliency to localized issues.