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Is Unity Down?

No — Unity is up

Reachable from all 8 checked regions

Average response time: 630ms

Last checked · checks run every 6 hours

Official status page: https://status.unity.com

Unity uptime

99.56%
Last 7 days
99.12%
Last 30 days
99.12%
Last 90 days
455ms
Avg response, 30 days

Measured from multiple regions every 6 hours. Percentages count only checks that returned an availability answer — 25 days measured so far. A dash means that window does not yet hold enough measured days to publish a figure.

30-day history

5-day clean streak
Jul 25: no data
Jul 26: no data
Jul 27: no data
Jul 28: no data
Jul 29: no data
Jul 30: 100.00% uptime, 15 checks
Jul 31: 100.00% uptime, 32 checks
Aug 1: 100.00% uptime, 30 checks
Aug 2: 100.00% uptime, 31 checks
Aug 3: 96.77% uptime, 31 checks
Aug 4: 93.75% uptime, 32 checks
Aug 5: 95.83% uptime, 24 checks
Aug 6: 96.88% uptime, 32 checks
Aug 7: 100.00% uptime, 32 checks
Aug 8: 100.00% uptime, 40 checks
Aug 9: 97.50% uptime, 40 checks
Aug 10: 100.00% uptime, 32 checks
Aug 11: 100.00% uptime, 32 checks
Aug 12: 100.00% uptime, 32 checks
Aug 13: 100.00% uptime, 32 checks
Aug 14: 100.00% uptime, 40 checks
Aug 15: 100.00% uptime, 32 checks
Aug 16: 100.00% uptime, 32 checks
Aug 17: 100.00% uptime, 31 checks
Aug 18: 97.30% uptime, 37 checks
Aug 19: 100.00% uptime, 32 checks
Aug 20: 100.00% uptime, 32 checks
Aug 21: 100.00% uptime, 31 checks
Aug 22: 100.00% uptime, 32 checks
Aug 23: 100.00% uptime, 32 checks
Jul 25 Today
No downtime Partial Downtime Not measurable No data

Reachability by region

Each region runs its own request from a different part of the world. A service can be up for one continent and down for another, which is usually the first sign of a routing or CDN problem.

ams
124ms
DNS 0ms TCP 2ms TLS 8ms TTFB 111ms
lax
227ms
DNS 0ms TCP 4ms TLS 12ms TTFB 200ms
lhr
742ms
DNS 2ms TCP 82ms TLS 87ms TTFB 385ms
nrt
685ms
DNS 0ms TCP 133ms TLS 49ms TTFB 509ms
ord
874ms
DNS 0ms TCP 118ms TLS 122ms TTFB 477ms
sin
488ms
DNS 1ms TCP 0ms TLS 6ms TTFB 352ms
sjc
433ms
DNS 0ms TCP 43ms TLS 49ms TTFB 238ms
syd
1435ms
DNS 1ms TCP 199ms TLS 204ms TTFB 745ms
yyz
265ms
DNS 0ms TCP 24ms TLS 31ms TTFB 178ms

What Unity does

Unity is a game engine paired with a set of connected cloud services covering build automation, version control, analytics, multiplayer hosting and advertising. Studios depend on the online parts for licence activation, builds and live game features, so an outage can stop a team working and degrade games already in players' hands at the same time.

What an outage looks like

The Editor refuses to open with a licence activation error despite a valid licence, and Unity Hub cannot sign in or download versions. Build Automation queues jobs that never start, or the Mac builders back up while Windows is fine. Shipped games lose multiplayer matchmaking, analytics stop reporting, and ad fill rates fall away without any error reaching players.

What to do about it

Check status.unity.com, which separates Editor Services, Unity Hub, Collaboration and DevOps, Multiplayer, Analytics, Grow Ads, Source Code and licence activation, and lists scheduled Build Automation maintenance alongside live incidents. If activation is the problem, an Editor with an existing licence usually keeps working, so avoid deactivating or returning seats during an incident because reactivating depends on the same service.

Is it down for everyone, or just you?

If this page says Unity is up but it is not loading for you, the problem is between you and them. Run a check against any URL from all 18 regions to find out where it breaks.

Test it yourself

Related services

Unity outage FAQ

Can I keep working in the Unity Editor if Unity is down?
Generally yes, once the Editor is already licensed and open, because local editing does not need the cloud services. The failure points are starting fresh: activating a licence, signing in through Unity Hub, or installing a new Editor version. The safest move during an incident is to leave a working Editor open rather than restarting it and discovering activation is unavailable.
Are my builds lost if Build Automation fails mid-job?
The build artefact from an interrupted job is usually lost and the job needs running again, but your source is untouched. Queued jobs typically start once the service recovers, though a backlog can take a while to drain. Unity runs recurring scheduled maintenance on Build Automation, so check whether a stalled queue lines up with a published window before treating it as a fault.
Does a Unity outage affect games already released?
It can, depending on which services the game uses at runtime. A game relying on Unity for multiplayer matchmaking, analytics, remote configuration or ads will show degraded behaviour to players, most visibly as matchmaking that never finds a game. A title that ships without those services keeps working, since the engine itself runs entirely on the player's device.
Is my version control history safe during an outage?
Committed history is not lost, but it may be temporarily unreachable, since Collaboration and DevOps are listed as their own components. What you cannot do is push new work or pull someone else's, so a team can drift apart locally during a long incident. Avoid workarounds that involve copying directories around, because reconciling those afterwards is worse than waiting.
Is this an outage or scheduled maintenance?
The status page distinguishes them, and Unity posts recurring maintenance windows for Build Automation in advance, describing some as non-disruptive. A queue that is slow inside a published window is expected behaviour rather than a fault. An unplanned incident appears separately with the affected components named, which is the one worth reporting.

How we measure this

  • We request Unity's public endpoint every 6 hours from Fly.io regions across six continents — 8 of them answered the most recent check.
  • A region counts as down only when it gets no usable HTTP response. A 403 or 429 means the origin answered and refused us, which we report as blocked, never as an outage.
  • A single failing region is treated as probe noise. We only change the verdict when two consecutive cycles agree.
  • Response times average only the regions that actually served the page, so a timeout never inflates the number.
  • Where Unity publishes an official status feed we read it too. An all-clear from the vendor can soften an unconfirmed degradation; a vendor-declared outage only worsens our verdict when our own checks corroborate it.

Get alerted when Unity goes down

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