Unity Online Service (UOS)

website·Indexed 36 days ago

https://uos.unity.cn/

A suite of online services for Unity developers, featuring Passport for player identity, economy, and battle pass management; Matchmaking for multiplayer session creation; Sync for real-time data synchronization and relay; Push for real-time notifications; and UOS Hello for voice and audio processing. It also provides security tools via UOS Safe and performance analysis through UPR.

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What's inside UOS

  1. Overview of @u3d-uos/h5-netcode framework

    The @u3d-uos/h5-netcode framework is designed for real-time multiplayer browser games. It utilizes a Node.js server and implements a synchronization architecture based on client-side prediction, server-side correction, and snapshot interpolation.
  2. Overview of WeChat Mini Game login with UOS Passport

    UOS Passport allows WeChat Mini Game developers to use external login to access Passport Feature services. The process involves using a Func Stateless cloud function to exchange a client-side login credential (code) for a WeChat openID. This openID serves as the unique ID for the UOS Passport external account system, which is then used to perform an external login and retrieve a player token for client-side use.
  3. Overview of UOS Remote Config

    Remote Config is a remote configuration module compatible with any UOS application. It allows developers to dynamically change game configurations without requiring new app builds. Common use cases include A/B testing, feature flags, CDN-based grayscale testing, scheduled holiday events, and providing differentiated experiences based on player tags or whitelists/blacklists.
  4. Overview of UOS Sync data synchronization service

    UOS Sync is a data synchronization service designed for multiplayer games, providing high concurrency and low latency. It supports mainstream transport protocols including KCP (Reliable UDP), WebSocket, and UTP (Unity Transport Protocol), allowing different clients to use different protocols. It is compatible with games developed using Mirror, Netcode, or FishNet.
  5. Overview of Func Stateful Auto-scaling

    Func Stateful provides auto-scaling services to dynamically adjust the number of servers based on business needs and policies. This ensures stability during traffic spikes and reduces operational costs during low traffic. It supports two primary scaling strategies: scaling based on player count and horizontal scaling based on performance metrics.
  6. Overview of Func Stateless

    Func Stateless is a serverless cloud function product provided by UOS. It allows developers to run code elastically and securely in the cloud by associating core code with events generated by game services. It abstracts the underlying computing resources, removing the need for server maintenance.
  7. Overview of UOS Safe security features

    UOS Safe is a comprehensive security solution for Unity applications providing the following protections:

    • C# Assembly Encryption: Encrypts every method in the assembly to prevent the original content from being dumped.
    • IL2CPP Protection: Encrypts or hides the global-metadata.dat file to prevent dumping of C# assemblies and metadata. It also verifies the memory integrity of core IL2CPP modules to prevent logic tampering.
    • Resource Encryption: Applies high-strength encryption to Unity Asset Bundle files to prevent resource extraction.
    • Anti-Injection/Debugging: Blocks static and dynamic analysis, prevents debugging, and prohibits the use of injection tools like Xposed and Frida to stop malicious memory modification.
  8. Overview of UOS Passport Mail System

    The UOS Passport Mail system allows operators to send system updates, activity notifications, and rewards to players. Key constraints include a maximum mailbox capacity of 1000 messages per player and a data retention period of 12 months. The system integrates with the Economy System SDK to provide resource attachments that are delivered to the player's backpack upon claim.

    Mail consists of three components:

    • Mail Templates: Define content, delivery range, timing, and attachments.
    • Delivery Records: Generated upon sending a template; used for searching and recalling mail.
    • Mail: The actual message in the player's inbox, which can be in one of three states: Unread, Unconsumed, or Completed.
  9. Overview of UOS Passport Billboard System

    The UOS Passport Billboard system is a centralized platform for publishing and managing game announcements, notifications, and updates. It supports categorization via namespaces and tags, as well as scheduled publishing. Note that this system requires users to actively call interfaces to retrieve announcements (pull-based); for push notifications, use UOS Push.
  10. Overview of Unity Online Service (UOS) Matchmaking

    Matchmaking is a customizable pairing service provided by Unity Online Service for multiplayer games. It allows developers to define custom matching rules to determine player composition, team assignments, and dynamic adjustment strategies for matchmaking progress.
  11. Overview of Push SDK service modules

    Beyond basic connectivity and remote login, the Push SDK provides three specialized service modules:

    • MessageService: Supports channel subscriptions, channel messages, and player messages (used for world chat, guild chat, and private messages).
    • TeamsService: Supports creating teams, joining teams, and retrieving teammate history.
    • PlayerService: Supports setting player online status and attributes for matchmaking/invitations. Note: This module requires manual activation by contacting the provider.
  12. Overview of Unity Multiverse Server Hosting

    Multiverse is a professional server hosting service built on Agones and Docker. It provides reliable server scaling, flexible system dependency management via containers, and automatic multi-region scaling to optimize cost and performance for multiplayer games.