In the world of game development, providing a seamless network experience is crucial. Unity's Relay service plays a vital role in this regard by offering global regions for traffic routing. This article covers the array of Relay regions available and provides insights on how to select them effectively.
Comprehensive List of Global Relay Regions
Relay hosts endpoints strategically placed around the world, providing robust network coverage. These regions have been selected to ensure efficient connectivity for different geographical locations. As a developer, you can select from these regions:
- North America: Montréal
- East United States: North Virginia
- Central United States: Iowa
- West United States: Los Angeles
- South America: Sao Paulo
- North Europe: Finland
- Central Europe: Warsaw
- West Europe: Netherlands, London
- Southeast Asia: Singapore
- South Asia: Jakarta
- South Korea: Seoul
- Japan: Tokyo
- India: Mumbai
- Australia: Sydney
These global regions help ensure that wherever your players are located, they can connect to a Relay server that provides a superior, low-latency gaming experience. For the most up-to-date information on available regions, please see the documentation on Relay locations and regions.
Selecting a Relay Region
When creating an allocation, you have the option to specify a region. This selection determines where the game's traffic will be routed, impacting the overall network latency. If a region isn't specified during the allocation request, the Allocations service uses Quality of Service (QoS) protocols to ensure the best region is automatically selected based on network conditions.
Note that once a region is set during the allocation creation, it cannot be changed. If you need to switch the region later, a new Relay allocation would have to be created with the desired region chosen during that process.
For specific examples of how to create allocations including region selection, please see the documentation on Use Relay with Netcode for GameObjects (NGO) or Use Relay with UTP.
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