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Unity Gaming Services vs Lonca

Unity Gaming Services is Unity's set of separate game services: authentication, Cloud Save, leaderboards, Economy, Remote Config, Friends, multiplayer and more, each billed on its own meter. Lonca is one managed backend where events, teams, inbox and promo codes are already connected and your product team configures live ops without Cloud Code.

Book a 20-minute early access call

Pick Unity Gaming Services when

Your game is built in Unity, you want first-party services inside the Editor, and you have engineers to write Cloud Code for event logic.

Pick Lonca when

You want tournaments, team events, an inbox and promo codes ready on day one, launched by your product team, on Unity, Godot or web.

At a glance

How Unity Gaming Services and Lonca differ before you look at a single feature.

What it is

Unity Gaming Services

Unity's modular live-ops and multiplayer services, mainly for games made with Unity.

Lonca

An open-source game backend for casual and mobile games, with live ops built in.

How live ops are built

Unity Gaming Services

Remote Config, Game Overrides, Economy catalogs and push campaigns in the dashboard. Events with rules and rewards are written in Cloud Code.

Lonca

Configured in the console from 18 event templates, with a flow builder, versions, and dev and staging environments to test in. No server code.

Engine SDKs

Unity Gaming Services

Unity SDK first. REST APIs for other engines; an Unreal package for a few services.

Lonca

Unity, Godot and web, generated from one API description.

Custom server logic

Unity Gaming Services

Cloud Code in JavaScript or C#, run by Triggers and a Scheduler.

Lonca

Rarely needed. Flows cover the logic between events; webhooks reach your own server when you need more.

Hosting

Unity Gaming Services

Managed by Unity. No self-hosting.

Lonca

Lonca Cloud, run for you on shared infrastructure with each game's data, limits and keys kept apart. Or self-host on your own infrastructure.

Source code

Unity Gaming Services

Proprietary.

Lonca

Open-source core. Lonca Cloud is the managed edition.

Pricing

Unity Gaming Services

Per service: several are free, others bill on their own usage meters with free allowances.

Lonca

Self-hosting has no license fee. Lonca Cloud targets $0.05 per daily active player per month; early access pricing is agreed with each studio.

Feature by feature

What each one gives a casual or mobile game out of the box. The Lonca column is what early access is designed to include; Lonca is not generally available yet.

Players

Accounts and sign-in

Unity Gaming Services

Built in

Anonymous, Apple, Google, Facebook, Steam, Game Center, Play Games, consoles and more

Lonca

Built in

Guest, Google, Apple, Facebook and username. Steam, Game Center and Play Games planned.

Cloud save

Unity Gaming Services

Built in

Cloud Save

Lonca

Built in

Versioned, with conflict detection, history and restore

Live ops

Live events without code

Unity Gaming Services

Write it in code

Config and overrides are no-code; events with rewards need Cloud Code

Lonca

Built in

18 templates, scheduled and tested in staging

Segments and targeting

Unity Gaming Services

Built in

Analytics audiences used by Game Overrides

Lonca

Built in

Level, platform, app version, audience and country

A/B tests and remote config

Unity Gaming Services

Built in

Remote Config and A/B testing

Lonca

Planned

A/B variants planned after early access

Push notifications

Unity Gaming Services

Built in

Push campaigns, requires UGS Analytics

Lonca

Planned

Planned after early access

Competition

Leaderboards with seasons

Unity Gaming Services

Built in

Scheduled resets with archives, tiers and buckets

Lonca

Built in

Seasons, archives, friends, team and country views

Tournaments and leagues

Unity Gaming Services

Partly

Assembled from leaderboard resets, buckets and Cloud Code

Lonca

Built in

Rooms, brackets and leagues with bots

Social

Teams and clans

Unity Gaming Services

Write it in code

No guild service; built from Cloud Code, Cloud Save and Economy

Lonca

Built in

Roles, help requests and team events

Chat

Unity Gaming Services

Built in

Vivox voice and text

Lonca

Built in

Global, team, group and direct, with moderation

Friends

Unity Gaming Services

Built in

Requests, blocking and presence

Lonca

Built in

Friend codes, suggestions and blocking

Inbox with rewards

Unity Gaming Services

Partly

A published pattern built from Cloud Code, Cloud Save and Remote Config

Lonca

Built in

Scheduled broadcasts, claimed exactly once

Economy

Currencies and inventory

Unity Gaming Services

Built in

Currencies, inventory and purchases

Lonca

Built in

A ledger that never goes negative, lives and timers

Promo codes

Unity Gaming Services

Write it in code

No promo code service

Lonca

Built in

Shared, unique and personal codes

Purchase receipt validation

Unity Gaming Services

Built in

Apple and Google receipts through Economy

Lonca

Planned

Planned after early access

Multiplayer

Real-time multiplayer

Unity Gaming Services

Built in

Lobby, Relay and Matchmaker

Lonca

Not yet

Not in early access; may come later. Lobbies hand off to your match server, and async PvP is built in.

Platform

Product analytics

Unity Gaming Services

Built in

UGS Analytics

Lonca

Planned

Planned after early access

Where Unity Gaming Services is stronger

  • Deep Unity integration

    Services sit inside the Unity Editor and share one Unity sign-in and dashboard.

  • Mature leaderboards

    Scheduled resets with archived versions, tiers and buckets.

  • Purchases and multiplayer

    Apple and Google receipt redemption in Economy, plus Lobby, Relay and Matchmaker for real-time games.

  • Generous free tiers

    Authentication, Remote Config and A/B testing cost nothing, and most other services start with a free allowance.

Where Lonca is different

  • Events without Cloud Code

    Tournaments, races, team battles and passes are templates in Lonca, with rooms, bots and prize tables. In UGS an event with rules is code your engineers write.

  • Systems that are already connected

    Teams, inbox and promo codes are part of Lonca, and every event reward lands in the same inbox and wallet. In UGS these are built from several services.

  • One meter

    Lonca targets one price per daily player instead of a separate meter for each service.

  • Not tied to Unity

    Lonca's SDKs for Unity, Godot and web are generated from the same API, so every engine gets the same features.

Moving from Unity Gaming Services

UGS studios usually have player accounts, Cloud Save data and Remote Config keys, plus Cloud Code for events. Accounts and saves move with the player; Cloud Code events map to Lonca templates.

  1. 1

    Tell us what you run

    Your events, leaderboards, economy and the server code behind them. A 20-minute call is enough to map it.

  2. 2

    Map it to Lonca

    We match each event to a template and each system to its Lonca module, and list honestly what would not move.

  3. 3

    Try it in staging

    Early access studios get dev and staging environments with test players and a time offset, so an event can be checked before any player sees it.

Questions studios ask

Is Lonca an alternative to Unity Gaming Services?

For the meta-game of a casual or mobile game, yes: accounts, cloud save, leaderboards, live events, teams, chat, inbox, wallet and promo codes. Lonca doesn't replace UGS multiplayer (Lobby, Relay, Matchmaker) today, and push notifications and product analytics are planned after early access.

Can I use Lonca with a Unity game?

Yes. Lonca has a Unity SDK with retries, token refresh and typed errors, and the same API is available to Godot and web games.

Do I need Cloud Code for events in Lonca?

No. Events are configured in the console from templates. Flows handle the logic between steps, and webhooks call your own server only when you want something custom.

Can I keep some Unity services and use Lonca for the rest?

Yes. Studios often keep a separate analytics, push or multiplayer provider. Tell us your setup on a call and we'll say which parts Lonca would take over.

Running on Unity Gaming Services today?

Tell us what you run and what you'd like your product team to launch on its own. We'll tell you honestly whether Lonca fits your game.

  • SDKs for Unity, Godot and web games.
  • Open source: Lonca Cloud or self-hosted.
  • Built for casual and mobile games with live ops on day one.
  • A founder answers every signup.