specification: API Commons Rate Limits specificationVersion: '0.1' schema: https://raw.githubusercontent.com/api-evangelist/interface-research/main/schema/api-commons.yml#/$defs/RateLimits provider: Unity providerId: unity-com created: '2026-05-25' modified: '2026-05-25' reconciled: true tags: - Rate Limiting - Gaming - Unity Gaming Services description: Reconciled rate-limit posture for Unity Gaming Services REST APIs at services.api.unity.com. Each service publishes its own limits in the service-specific docs at services.docs.unity.com; standard HTTP 429 is returned with Retry-After when limits are exceeded. Multiplay (Game Server Hosting) is subject to fleet-level concurrency and machine-availability quotas. sources: - https://services.docs.unity.com/ - https://docs.unity.com/ugs/en-us/manual - https://docs.unity.com/ugs/en-us/manual/game-server-hosting/manual/concepts/pricing headers: limit: x-ratelimit-limit remaining: x-ratelimit-remaining reset: x-ratelimit-reset retryAfter: retry-after responseCodes: throttled: 429 quotaExceeded: 429 algorithm: per-service-token-bucket notes: - Limits are documented per service at services.docs.unity.com/{service}/{version}/. - Player Authentication tokens are short-lived JWTs (~1 hour); refresh tokens are issued separately. - Cloud Save enforces per-key size and per-player document count limits. - Cloud Code execution duration and memory are bounded; long-running work should be split into multiple invocations or offloaded to Triggers/Scheduler. - Multiplay fleets enforce machine availability quotas separate from API rate limits. - Analytics ingest enforces per-event-size limits and may aggregate at server side.