Migration

/

Multiplay

Published

Published

Published

Last reviewed for accuracy

Last reviewed for accuracy

Last reviewed for accuracy

Migrate from Multiplay with zero impact on your players

Migrate from Multiplay with zero impact on your players

Remove the Multiplay SDK, containerize the build you already have, and deploy to automated Private Fleets for cost-effective hosting. Your game logic doesn't change.

With Multiplay you size an availability buffer and pay for servers that sit idle waiting for a match; with Edgegap's hybrid orchestration you hold a Private Fleet for your steady load and burst to our Edge Cloud network of 615+ locations worldwide on-demand, so there is no buffer to tune and no coverage you had to buy in advance.

Already matchmaking with UGS? Keep it, and deploy dedicated servers straight from the Unity Gaming Services matchmaker.

No credit card required. Free tier includes the resources to deploy a real game server.

No credit card required. Free tier includes the resources to deploy a real game server.

What changes (and doesn't change)

Changes to expect, at a glance

Changes to expect, at a glance

A Multiplay migration is a hosting change, not a rewrite. Here's what to expect from your migration.

A full feature-by-feature breakdown is in Step 3: Identify & Replace features below.

What Remains the Same

Your netcode and transport

Edgegap never touches your transport, serialization or tick loop. The container runs the same server binary you build today.

Containerize

Multiplay took uploaded build files rather than images, so the container is the one new artifact. The quickstart tools build it for you from the same server build, for Unity, Unreal and Godot.

Your client connect flow

Your client still receives an address and a port and connects to it. Only where that address comes from changes.

Engine, versions & CI

Same engine, same version, same build pipeline. Nothing in your CI needs a new step beyond pushing the image.

What Changes

The Hosting SDK comes out

The Multiplay SDK is removed: SubscribeToServerEventsAsync and its allocate and deallocate callbacks, ReadyServerForPlayersAsync, UnreadyServerAsync, the StartServerQueryHandlerAsync SQP handler and every ServerConfig read. Edgegap requires no server SDK. Apps and Versions replace ServerConfig.

One allocation call replaces the fleet

On Multiplay you queue an allocation against a fleet, get a 202, and poll the allocation UUID for the server address. On Edgegap you POST once to the deploy endpoint and the FQDN and port come back in the same response.

Regions stop being a purchase decision

You no longer buy capacity region by region. Every deployment is placed at the best of 615+ locations at request time for Edge Cloud.

Capacity stops being your job

No availability buffer to size, no scaling policies to tune, no idle servers between peaks. Edge Cloud has nothing to pre-provision at all, and Private Fleets get rightsized with us as your traffic curve moves, so capacity stops being a thing you manage.

Expected Timeline

Five simple steps

Most studios reach end-to-end validation in under two weeks, including parallel running while traffic rolls out.

Most studios reach end-to-end validation in under two weeks, including parallel running while traffic rolls out.

Hands-on work: under 1 week

Hands-on work: under 1 week

Step 1

Remove the SDK

Remove the Multiplay SDK: the server-events subscription, the ready and unready calls, and the SQP handler.

~1 hour

Step 2

Containerize

Multiplay shipped uploaded build files, so this step always applies. Automated build tools are available for Unity, Unreal and Godot, or build the image yourself.

~30 min. to 2hrs.

Step 3

Push to a Registry

Edgegap's registry is available for free, or keep ECR, DockerHub, GitLab, etc.

Step 4

Swap the Allocation Call

One HTTP request replaces fleet allocation.

~1 day

Step 5

Deploy Globally

Deploy globally on Edge Cloud, and optionally cut cost further with egress-free hosting on Private Fleets.

Instant Rollout

Detailed migration steps

1

The migration steps, in detail, with the code

If you are looking to migrate your multiplayer game from Multiplay to Edgegap's game server hosting & orchestration, the following simple steps will get you running in no time. Full instructions: Switch from Multiplay.

Before getting started, it helps to be clear on what moves and what does not.

Only Multiplayer Servers moves: PlayFab keeps your matchmaker, Player Data, economy and auth, and Edgegap becomes the place the matched server runs. Edgegap is an API, with no server SDK in your game server.

We expect that: you currently use PlayFab Multiplayer Servers, you have a working game server build, and you can edit CloudScript in your title.

Step 1:

Remove the Multiplay Game Server Hosting SDK

Edgegap does not require a server SDK to integrate. The first step to switch to Edgegap is to remove the code that initializes the Multiplay SDK within your game server. In Unity that is MultiplayService.Instance and everything hanging off it: SubscribeToServerEventsAsync with its MultiplayEventCallbacks, ReadyServerForPlayersAsync and UnreadyServerAsync, the StartServerQueryHandlerAsync handler and its per-tick UpdateServerCheck, and every ServerConfig read. In Unreal it is the RocketScienceMultiplaySDK plugin and its three subsystems, URSMultiplayGameServerSubsystem, URSMultiplayServerConfigSubsystem and URSMultiplayServerQueryHandlerSubsystem, plus the port.

Unity (C#)
using Unity.Services.Core;
using RocketScience.Services.Multiplay; // formerly Unity.Services.Multiplay
 
public class GameServer : MonoBehaviour
{
IMultiplayService m_Multiplay;
IServerQueryHandler m_QueryHandler;
IServerEvents m_ServerEvents;
 
async void Start()
{
await UnityServices.InitializeAsync();
m_Multiplay = MultiplayService.Instance;
 
// Reads $HOME/server.json written by the Multiplay Allocator
ServerConfig config = m_Multiplay.ServerConfig;
Debug.Log($"{config.ServerId} {config.AllocationId} {config.IpAddress} {config.Port} {config.QueryPort}");
 
// Server Query Protocol handler, Multiplay's health check
m_QueryHandler = await m_Multiplay.StartServerQueryHandlerAsync(
maxPlayers: 16, serverName: "My Server", gameType: "ranked",
buildId: "1.0.0", map: "arena");
 
// Allocation lifecycle over the local SDK daemon (ws://127.0.0.1:8086)
var callbacks = new MultiplayEventCallbacks();
callbacks.Allocate += OnAllocate;
callbacks.Deallocate += OnDeallocate;
callbacks.Error += OnError;
m_ServerEvents = await m_Multiplay.SubscribeToServerEventsAsync(callbacks);
 
await m_Multiplay.ReadyServerForPlayersAsync();
}
 
void Update() => m_QueryHandler?.UpdateServerCheck(); // required every tick
 
async void OnAllocate(MultiplayAllocation allocation)
{
var matchConfig = await m_Multiplay.GetPayloadAllocationFromJsonAs<MatchConfig>();
}
 
void OnDeallocate(MultiplayDeallocation deallocation) { }
void OnError(MultiplayError error) { }
 
async void OnDestroy()
{
if (m_ServerEvents != null) await m_ServerEvents.UnsubscribeAsync();
// await m_Multiplay.UnreadyServerAsync();
}
}

2

Step 2:

Containerize your game server

The second step towards switching to Edgegap is to containerize your game server. Follow the engine-specific guide for Unity, Unreal Engine or Godot, which takes 5 to 20 minutes on a development project. Then push the image to Edgegap's free registry, or keep ECR, DockerHub, GitLab or any other OCI-compatible registry.

3

Step 3:

Identify & Replace features

Multiplay feature

Edgegap - Feature replacement

Authentication

Optionally, add fine-grained access controls: matchmaker API token, server browser client and server API tokens with federated identity, or custom DIY session management with an Edgegap API token.

Hosting SDK

No server SDK required. ServerConfig is replaced by Apps and Versions.

Create a Build

Automated game server build tools for Godot, Unity, and Unreal Engine.

Build Configuration

Fully automated. Optionally expose additional ports or variables.

Server Query Protocol

Deployment Status API for DevOps and testing, Deployment Webhook for backend automation, Server Browser with Search and Browse for client integration.

Fleet

Private Fleets with persistence and automatic Cloud Overflow. Add later, or default to match-bound cloud.

Test Allocation

Dashboard web GUI, Editor Plugins, or Deploy API.

Lobby

Group Up for Matchmaking, or Reserve Seat in Server Browser.

Matchmaking

No-code matchmaker, free to test, with lightweight SDKs. Or start deployments from the UGS Matchmaker.

A/B testing

Configurable Profiles (Queues)

Server Analytics

Deployment Analytics and Matchmaking Analytics.

4

Step 4:

(Optional) Setting up Fleets

Edgegap also offers an optional feature similar to Multiplay's fleets: Private Fleets of persistent servers on bare metal, with egress-free hosting and automatic overflow to Edge Cloud when demand runs past the fleet's capacity.

Pricing

Price Comparison

Discover how Edgegap's orchestration is cost effective versus your current Multiplay bill.

Cost driver 1: fleet-based vs just-in-time orchestration

Multiplay scales fleets region by region, ahead of demand. Edgegap on-demand compute deploys a container per match, with Private Fleets reserved capacity covers your steady baseline with egress-free hosting.


Multiplay

Edgegap

Model

Fleet-based. Capacity scaled per region before players arrive

On-demand, per container deployment on Edge Cloud, with Private Fleets for cost-effective "baseline" traffic on egress-free hosting

Capacity planning

Minimum and maximum available servers, plus server density, tuned per region

Automated. Nothing to size on Edge Cloud, rightsized monthly on Private Fleets

Spare capacity

Availability buffer of pre-started servers, sized by you

Not applicable. Deployments start on request in 2 seconds, median, from server cold start

Cost driver 2: idle capacity vs usage

You pay for servers that are ready and empty on Multiplay. On Edge Cloud you pay for deployments that exist.


Multiplay

Edgegap

Idle capacity

Billed. Their own documentation states that available servers "consume resources and incur costs even when not actively hosting game sessions" (Availability buffer, support.multiplay.dev, accessed Sep 23, 2026)

Not billed on Edge Cloud. Zero active deployments costs $0

Billing granularity

Per server, per region, purchased in advance

Per vCPU-minute, fractionable from 0.25 vCPU

Published rate

None. Pricing is quoted under contract, with no public pricing page as of Sep 23, 2026

$0.00115 per vCPU per minute on Edge Cloud, $0.0282 per vCPU per hour on Private Fleets

Cost driver 3: regions you buy vs coverage you get

Multiplay capacity is bought region by region across a fixed footprint. Edgegap places each deployment at request time and charges one price everywhere.


Multiplay

Edgegap

Region purchasing

Capacity chosen and scaled per region, each with its own settings

Single worldwide price on, and no region selection on Edge Cloud

Footprint

30+ locations across six regions, as of July 2026

615+ Edge Cloud locations, 58 Private Fleet locations

Placement

Fixed to the regions you provisioned

Best available location on the Edge Cloud network at request time, measured from the player

Egress-free hosting

Not published

Yes, via Private Fleets

Pricing

Optimize costs and performance with hybrid orchestration

Optimize costs and performance with hybrid orchestration

Optimize costs and performance with hybrid orchestration

Edge Cloud

On-Demand

$0.00115

/ vCPU

/ MINUTE

Billed by the Minute, Only on Usage

Pay only when players play. 0 active servers = $0

Deploy game servers worldwide, per instance, to all 615+ edge cloud locations. Zero commitment.

Simply add a credit card.

Edge Cloud

On-Demand

$0.00115

/ vCPU

/ MINUTE

Billed by the Minute, Only on Usage

Pay only when players play. 0 active servers = $0

Deploy game servers worldwide, per instance, to all 615+ edge cloud locations. Zero commitment.

Simply add a credit card.

Private Fleet (Bare Metal)

Reserved Capacity

$0.0282

/ vCPU

/ HOUR

Billed Monthly, Always On

$280 per host/month (12 mo rate), or $350 monthly

Optimize the cost effectiveness of your game server with egress-free hosting of Private Fleets.

Persistent, available 24/7, exclusive to your studio.

Private Fleet (Bare Metal)

Reserved Capacity

$0.0282

/ vCPU

/ HOUR

Billed Monthly, Always On

$280 per host/month (12 mo rate), or $350 monthly

Optimize the cost effectiveness of your game server with egress-free hosting of Private Fleets.

Persistent, available 24/7, exclusive to your studio.

Your bill varies per rate and usage; which can vary per game type, player count, & more.

Your bill varies per rate and usage; which can vary per game type, player count, & more.

Model your usage with our estimate calculator ->

Model your usage with our estimate calculator ->

Eggegap's features & price: detailed comparison betwen Edge Cloud & Private Fleets

Eggegap's features & price: detailed comparison betwen Edge Cloud & Private Fleets

COMPARE

Free Trial

Edge Cloud

Private Fleets

FEATURES

Analytics & Monitoring

Billing Alarms

Click to Expand

28 more rows

Unlocks

Capabilities are unlocked when a credit card is added to the account.

COMPARE

Free Trial

Edge Cloud

Private Fleets

FEATURES

Analytics & Monitoring

Billing Alarms

Click to Expand

28 more rows

Unlocks

Capabilities are unlocked when a credit card is added to the account.

COMPARE

Free Trial

Edge Cloud

Private Fleets

FEATURES

Analytics & Monitoring

Billing Alarms

Click to Expand

28 more rows

Unlocks

Capabilities are unlocked when a credit card is added to the account.

Features Comparison

Features Comparison


Edgegap

Rocket Science Group's Multiplay

Orchestration

Regionless on-demand deployments nearest to players, plus hybrid orchestration with Fleets; for persistent servers and egress-free hosting.

Fleet-based, per-region selection and scaling. Hybrid owned bare metal plus multi-cloud.
Ongoing, checked 2026.10

Infrastructure

17+ vetted, distinct providers

Owned bare metal plus multi-cloud across six regions. No public uptime SLA figure as of July 2026. DDoS-protection specifics not detailed publicly.
As of Jul 2026, checked 2026.10

Regions

615+ Edge Cloud locations worldwide, 58 Fleet locations globally

30+ locations across six regions per its platform page, which itemizes 40; Rocket Science cites 40+. Capacity selected and scaled per region per fleet.
As of Oct 2026, checked 2026.10

Pricing

$0.00115/min per vCPU (fractionable), $280/month Performance host (16 vCPU, 32 GB, 6 TB egress) / $320/month Overdrive (3.7-5.1 GHz, 64 GB) on a 12-month commitment

Not disclosed.
As of Jul 2026, checked 2026.10

Scalability

14M CCU with real world testing, 110M sessions lifetime

Fleet autoscaler (pre-warmed proactive plus reactive burst). No public benchmark data as of July 2026.
As of Jul 2026, checked 2026.10

Integration

Unity/Unreal /Godot plugins + netcode & backends

Fleet-based multi-step (build, build config, server density, fleet, allocation). SDK or direct API. Onboarding is guided/sales-led.
Ongoing, checked 2026.10

Support

24/7 for clients, free. Available on Discord, Slack, email

Contract-based.
Ongoing, checked 2026.10

Latency

58% reduction proven

No data published
Ongoing, checked 2026.10

Track Records

7+ years in production (since February 2019), 1,600+ studios, live AAA

Relaunched under Rocket Science Group July 2026
As of Jul 2026, checked 2026.10

Full comparison available here: "Edgegap vs Multiplay".

Clients

Learn more from clients who migrated to Edgegap

15 case studies are available from studios that moved to Edgegap from another platform.

Key reasons why they chose Edgegap

Key reasons why they chose Edgegap

Discover the impact of Edgegap's automated game server orchestration for a flawless multiplayer experience.

Methodology

How we measured

Each metric states what is measured, over what window, and what is excluded. Benchmark results are dated to the test that produced them and are not restated as current figures.

Platform scale

Where servers can run, and how many we have run.

Global Edge Cloud locations

Inventory

615+locations

Distinct deployment targets where a game server container can be scheduled on demand.

Platform inventory

How we measure this

Private Fleet locations

Live

58locations

Locations where a studio can reserve dedicated bare-metal or VM hosts for its exclusive use.

Published live

How we measure this

Game server deployments

Cumulative

135million deployments

Total game server deployments orchestrated since February 2019, including deployments that failed to start — the same basis our competitors use.

Since February 2019

How we measure this

Performance under load

How fast a server arrives, and what the platform sustains under test.

Server deployment time

Rolling 30d

2seconds · median

From cold start — provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.

Rolling 30-day window

How we measure this

Sustained deployment rate

Benchmark

40per second

Started deployments per second, averaged over a continuous 60-minute benchmark.

November 2023 benchmark

How we measure this

Concurrent capacity

Benchmark

14million concurrent

Concurrent sessions reached on real game server containers, at 100 players per server.

November 2023 benchmark

How we measure this

Reliability

What we commit to contractually, and what the monitors record.

Availability

Committed

99.99%SLA commitment

Committed under our terms of service. Trailing 90-day measured uptime: 100.000%.

Trailing 90 days

How we measure this

Provider redundancy

Inventory

17+providers

Infrastructure providers under contract and available for production deployments. Failover is automatic.

Platform inventory

How we measure this

Live component status is published at status.edgegap.com.

How we measure

One entry per metric: what is measured, how, and over what window.

Global Edge Cloud locations

A location is a distinct deployment target: one datacenter site at one of our infrastructure providers, in which a game server container can be scheduled on demand. Sites are counted once each regardless of how many providers operate in the same metro, and count only while accepting deployments.

Back to the metric ↑

Private Fleet locations

The subset of the 615+ where a studio can reserve dedicated bare-metal or VM hosts for its exclusive use rather than deploying into shared on-demand capacity. Published live on the Fleet Manager page. This is also the number that carries the included-egress allowance.

Back to the metric ↑

Game server deployments

Counted as total deployment records since February 2019, including deployments that failed to start — the same basis our competitors use.

Back to the metric ↑

Server deployment time

From cold start — provisioned from scratch, not allocated onto an already-running server. Measured to container ready, before the game engine starts.

Back to the metric ↑

Sustained deployment rate

The orchestrator started real game server containers continuously for 60 minutes, averaging 40 started deployments per second over the full hour, counted at deployment start rather than at ready state. Measured across 550+ locations and 17 providers in November 2023.

Back to the metric ↑

Concurrent capacity

In November 2023, the platform sustained 40 game server deployments per second for 60 minutes across 550+ locations and 17 providers, reaching 14 million concurrent sessions at 100 players per server. Game servers were real containers; player clients were simulated.

Back to the metric ↑

Availability

Availability is committed at 99.99% under our terms of service and measured continuously against five independently monitored components — Container Registry, Dashboard, Public API, Public Documentation and Website. Trailing 90-day measured uptime: 100.000%. The live figure is published on status.edgegap.com.

Back to the metric ↑

Provider redundancy

Distinct infrastructure suppliers under contract and available for production deployments, counted at corporate-entity level. Failover between providers is automatic.

Back to the metric ↑

How we keep this current

What gets reviewed, on what cadence, and what carries its own date.

Platform figures on this page are reviewed and refreshed quarterly. Metrics drawn from live sources — availability and game server deployments — carry their own as-of dates and are updated as measured. Benchmark results are dated to the test that produced them and are not restated as current figures.

Last updated Next review

Frequently Asked Questions

Edgegap is the hosting & orchestration experts. Our platform is tailor built to help you speed up your development process, which allows you focus on what you excel at - development.


I have to change SDKs and endpoints anyway. Why migrate to Edgegap instead?

Do I have to rewrite my netcode?

My server has never been containerized. How much work is that?

What happens to my Unity Matchmaker and backfill integration?

I am on the v2 Matchmaker or the legacy Clanforge API. Does that block me?

What replaces fleet scaling, the availability buffer and QoS region selection?

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