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Unity Gaming Services Fee Calculator

Enter your peak concurrent users, per-CCU rate, and active hours to estimate monthly costs across Unity's Multiplayer Relay, Matchmaker, and Lobby services.
Luis GonzalezCreated by Luis GonzalezLast updated:

How to Use This Calculator

  1. 1

    Enter Peak Concurrent Users (CCU) and Rate per CCU

    Enter your peak simultaneous player count and the monthly rate per CCU used for Multiplayer Relay. Confirm the rate against the pricing terms that apply to your project.

  2. 2

    Set your active schedule and optional services

    Enter Active Hours per Day and Active Days per Month, then choose whether Matchmaker and Lobby are enabled. The calculator adds their stated 15% and 10% CCU surcharges when enabled.

  3. 3

    Review the monthly breakdown

    Compare Relay, Matchmaker, and Lobby costs with the monthly total, annualized cost, cost per active hour, and activity ratio.

Example Calculation

A game averages 500 peak CCU, uses a $0.04 rate per CCU, runs eight active hours a day for 30 days, and enables Matchmaker and Lobby.

Peak Concurrent Users (CCU)

500

Rate per CCU ($)

0.04

Active Hours per Day (hrs)

8

Active Days per Month (days)

30

Matchmaker Service

Enabled

Lobby Service

Enabled

Results

Total Monthly Cost

$6,000.00

Annual Cost

$72,000.00

Multiplayer Relay

$4,800.00

Matchmaker Cost

$720.00

Lobby Cost

$480.00

Cost per Active Hour

$25.00

Insights card shows monthly service costs and activity-based metrics.

Tips

Matchmaker adds $720 per month in the example workload

Disable Matchmaker to see how removing its 15% surcharge changes monthly cost; keep it enabled only if the matchmaking feature is part of your planned service mix.

Reducing active hours from eight to six cuts the modeled usage cost by 25%

Change Active Hours per Day from 8 to 6 while keeping the other inputs fixed. The calculator reduces modeled monthly hours and usage-based costs in the same proportion.

A higher peak CCU scales the base Relay estimate

Change Peak Concurrent Users (CCU) from 500 to 1,000 to test how a larger simultaneous player load affects the monthly service estimate.

What this calculator estimates

This calculator estimates monthly Multiplayer Relay costs from peak concurrent users, an entered rate, and modeled active hours, then adds surcharges for Matchmaker and Lobby. It does not model player-by-player traffic patterns, usage allowances, taxes, or every charge that may appear on a Unity invoice.

How the monthly estimate works

Monthly active hours = Active hours per day × Active days per month
Relay cost = Peak CCU × Rate per CCU × Monthly active hours
Matchmaker cost = Relay cost × 0.15, if enabled
Lobby cost = Relay cost × 0.10, if enabled
Total monthly cost = Relay cost + Matchmaker cost + Lobby cost

With 500 peak CCU at $0.04 per CCU and 8 × 30 = 240 monthly active hours, the Relay estimate is 500 × $0.04 × 240 = $4,800. Matchmaker adds $4,800 × 0.15 = $720, and Lobby adds $4,800 × 0.10 = $480. The total is $4,800 + $720 + $480 = $6,000 per month.

Annual cost is the monthly estimate multiplied by 12. Cost per active hour divides the monthly total by modeled monthly active hours. The activity ratio compares those active hours with all hours in the modeled month: 240 ÷ (30 × 24) = 33.33%.

How usage and service choices change the estimate

At a fixed rate, the Relay estimate scales with peak CCU and modeled active hours. The optional services increase the Relay estimate by their stated percentages.

Peak CCU Active hours per day Matchmaker Lobby Monthly estimate
500 8 On On $6,000
500 8 Off On $5,280
500 6 On On $4,500

The table holds the rate at $0.04 and active days at 30. Treat these rows as comparisons under the calculator's assumptions; Unity's actual billing units and current pricing terms determine your invoice. Verify the applicable rates in Unity's Gaming Services pricing information before committing to a launch budget.

Peak CCU is a capacity-planning input, not a forecast of monthly unique players. Use load-test data or observed concurrent traffic to choose it. For broader operating-cost planning, compare the estimate with revenue from the YouTube Gaming Super Chat Earnings Calculator or payment processing costs from the Square Fee Calculator.

Budgeting for changing player traffic

A monthly average can hide short launch peaks, weekend spikes, or seasonal traffic. Run separate scenarios for expected and high-traffic periods, then compare them with cash available for other recurring costs. The SBA's financial management guide recommends tracking cash flow and financial records as part of managing a business.

When to use a different calculator

Frequently Asked Questions

How is the Unity Gaming Services monthly cost estimated?

The calculator multiplies peak CCU by the entered rate per CCU and modeled active hours, then adds the selected Matchmaker and Lobby surcharges. The displayed result is an estimate based on your inputs, not a Unity invoice or a guarantee of current pricing.

What is peak CCU?

Peak CCU is the maximum number of users connected at the same time during the period you are estimating. It is not the total number of unique players who log in during a month.

Do Matchmaker and Lobby add flat monthly fees?

In this calculator, Matchmaker adds 15% and Lobby adds 10% to the modeled CCU cost. Those are percentage surcharges in this model, not separate fixed-dollar fees.

Why can my actual bill differ from this estimate?

Actual charges depend on the services, usage units, included allowances, regions, and pricing terms that apply to your project. Check Unity's Gaming Services pricing information and your project dashboard before budgeting from an estimate.

How much contingency should I budget for live-service costs?

Base your contingency on load tests and observed peak traffic rather than treating a single CCU estimate as a ceiling. Track expected service costs alongside payroll and other operating expenses; the SBA guide to managing business finances explains cash-flow planning and financial recordkeeping.