MIGRATION GUIDE · 2026-07-01
By Alexander Strandberg · Founder, Aevs
Unity ended Multiplay Game Server Hosting in March 2026. If your game ran authoritative dedicated servers on Multiplay, you need a new host — and a way to prove the replacement behaves the same before your players find out it doesn't.
This guide maps Multiplay's primitives to Aevs validation concepts, gives you a sandbox config template and a validation plan, and walks the migration step by step. Aevs is Netcode CI — it does not host your servers; it validates whichever host you move to. For a wider look at replacement providers, see the provider comparison →
Aevs is not a server host
You still pick a replacement host (Edgegap, GameLift, self-hosted Agones, and so on). Aevs is the validation layer that spins up a sandbox per pull request, runs a declarative plan against your backend, and blocks merge if it fails. It turns “did the migration break anything?” into a reproducible pass/fail check.
Unity Gaming Services ended Multiplay Game Server Hosting (rebranded as Unity Game Server Hosting) in March 2026. Studios using Multiplay for fleet management, server allocation, and matchmaking integration needed to migrate. Unity recommended its own Relay and Lobby services for certain topologies, but neither covers the authoritative dedicated-server use case that Multiplay served — leaving studios running persistent authoritative servers needing a third-party replacement.
Some studios that moved off Multiplay landed on Hathora — which then shut down on May 5, 2026, after being acquired by Fireworks AI. If you migrated twice this year, the validation plan below is host-independent and protects every future move. See the Hathora migration guide →
Aevs doesn't reproduce Multiplay's hosting primitives — it validates that whatever replaces them still works. The table below maps each Multiplay primitive to the Aevs concept that verifies it on your new host.
| Multiplay primitive | What it did | Aevs validation concept |
|---|---|---|
| Fleet | Pool of allocatable dedicated servers | Sandbox concurrency config (max concurrent sandboxes) |
| Build | Uploaded server executable / image | Sandbox runtime image, rebuilt per pull request |
| Allocation | A server assigned to a match | Validation step: assert allocation succeeds |
| Server Query Protocol (SQP) | Health / status query on a running server | Sandbox health check + readiness assertion |
| Unity Matchmaker | Ticket-based match assignment | Validation step: assert match assignment callback fires |
| Region | Geographic deployment target for a fleet | Region list in the sandbox config, exercised by the plan |
| ugs deploy (Unity CLI) | Push fleet + build config to Unity | aevs sandbox up — provision + validate in CI |
Drop an aevs.sandbox.yaml at your repo root. The comments show where each field comes from in your old Multiplay setup. This is illustrative — adjust image, ports, and regions to your stack.
Write the plan first, while Multiplay — or your captured Multiplay behavior — is still the reference. It becomes the pass/fail contract for the migration: if the replacement passes the same plan, it is behaviorally equivalent for the scenarios you care about.
Rough guide for a mid-size studio. The validation work is fast and front-loaded; the host cutover dominates and varies by provider.
| Phase | Typical effort |
|---|---|
| Inventory Multiplay dependency surface | Half a day |
| Write the validation plan | Half a day |
| Stand up sandbox + wire replacement host | Half to one day |
| Iterate until the plan passes | Provider-dependent |
| Production cutover + smoke test | Half a day |
Inventory your Multiplay dependency surface
Document every Multiplay primitive your game touches: fleets, builds, allocations, SQP health checks, region config, and Unity Matchmaker usage. These are what your replacement and your validation plan must cover.
Pick a replacement host
Choose a dedicated-server host that fits your topology — Edgegap, AWS GameLift, self-hosted Agones or Nakama, AccelByte. Aevs is host-agnostic and validates whichever you choose.
Write your validation plan
Translate the Multiplay behaviors your game relies on into a declarative Aevs plan: server allocation, match assignment timing, region routing, reconnect. Do this before touching production.
Run the plan against a sandbox on the new host
Provision an Aevs sandbox wired to the replacement backend and run the plan. A passing plan means the migration is behaviorally equivalent for the tested scenarios.
Cut over and re-run as a smoke test
Move production traffic to the new host, then run the same plan against production. Monitor allocation latency, match assignment success, and reconnect rates for 24 hours.
No. Aevs does not host game servers. It is Netcode CI — it provisions an isolated sandbox per pull request, runs a declarative validation plan, and blocks merge when the plan fails. During a Multiplay migration you still pick a new host; Aevs proves that host works before players see it.
Unity Relay and Lobby are viable for games that don't need authoritative dedicated servers — typically turn-based, casual, or latency-relaxed titles. For real-time competitive games (FPS, MOBA, battle royale) that need authoritative server-side physics and anti-cheat, dedicated servers remain the only viable architecture, and Relay is not a substitute.
That depends on how deeply you used Multiplay-specific APIs. Standard allocation and deallocation calls have equivalents on most hosts. Custom fleet configuration, the Multiplay QoS system, and Unity Matchmaker integration will need provider-specific replacements — which is exactly what the validation plan is there to catch.