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The Services Window is new in Unity 5.2. It’s your in-editor gateway to Unity Ads, Unity Analytics, Unity Cloud Build, and Unity Multiplayer, and there’s no longer any need to integrate an SDK to access them. In fact, you can enable Unity Services with just a few clicks!

First, open the Services Window, either from the Window menu, or by clicking the cloud icon in the top right corner of the Editor interface.

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Once that’s done, you’ll be prompted to create a Project ID. The Project ID is a unique identifier for your Project – typically a game. You should now see four tabs in your Services Window: Services, Members, Age Designation, and Settings.



You can enable Unity Ads and Unity Analytics in your Project by simply clicking the toggle switch to “On”. To get going with Unity Cloud Build, all you need to do is accept the terms and conditions, and, with Unity Multiplayer, you can start configuring your settings straight away. That’s all there is to it – you’re good to go!


When sharing your Project, it’s important to accord the appropriate rights to the people you grant access to. You can invite additional members to your Project directly in the Members tab and accord them rights in your Project’s online dashboard. Any given Project belongs to an Organization, and within a given Organization there can be a number of Projects.


Age Designation

Developers building apps directed to children under the age of 13 in the United States are required to comply with COPPA (the Children’s Online Privacy and Protection Act). If your game fits into that category, set the Age Designation setting to “under 13”. Doing so will restrict the data collected by Unity Analytics or Unity Ads – though you can, of course, continue to use both services.


You can use the Settings tab to change the name of your Project (what you refer to it by), though not its Project ID (the project’s unique identifier). To create a new Project ID, for example, in the event that you want to use one project as a template for another, just click “Unlink”. You can always enable them again, should you wish to.

That’s really all there is to it

With your Unity Services enabled, you can now configure them in the appropriate Online Dashboard. There’s Unity Ads, Unity Analytics, Unity Cloud Build and Unity Multiplayer documentation available to help you do so.     

15 replies on “Unity Services are just a few clicks away”

This doesn’t work with my version of unity 5.2.
I click the cloud or go to the window menu and nothing happens on the services tab. The tab is clean and Im not prompted to create an id, nothing happens. Any Ideas?.

There is an actual bug with 5.2. If you use the Social api’s to login with GameCenter, do not enable Unity Ads from the Unity Services panel, this will make the game crash constantly in iOS when you try to authenticate. As a workaround, use the asset store package and not the one that comes with Unity as default. Hope they can fix this quickly

Yes, we are aware, and it has also been reported on forums. We are working on a fix for this, and will hopefully have a solution soon. Until then, you can still use Ads from Asset Store, which works for this case.


Thank you.

I’m interested in hearing about Victor’s question too.

I like the free tier so I can try to intergrate and learn how to use these services without needing to assume I’m going to have a game or app that makes a lot of money.

Is there any way to bypass the initialization from Services for Unity Analytics and Unity Ads, and set the id’s for both from code? I have a few reasons to avoid enabling services for every project and not just because it is an extra step to take, such as:

– on webplayer/standalone platform, I get an Unity Ads related error, because they are not supported on those platforms. Now I have to disable them manually, while with code I can just write some Preprocessor Directives and be disabled automatically
– the Ids for ads and for analytics can be stored in a remote settings file, and can be changed after the game has been released on the stores, without an update
– the purpose of the services was to make our job easier and have a better workflow, but I do not see any advantage over the old way with separate plugins
– with separate plugins, we can get direct updates through the asset store for critical bugs, without the need to update the whole Unity for it (but I guess that’s a two way street)

Please give an alternate solution to this! Let me know what you guys think.

Yes, I know I can use Preprocessor Directives around the ad related code, and it worked fine before Unity 5.2
Now when I enable ads from services on standalone, without ANY CODE FOR ADS I get the error:
” Error: Trying to get gameId of unsupported platform Win. UnityEditor.Advertisements.UnityAdsEditor:EditorOnLoad()”
So I have to disable it manually for these platforms, and not to forget to enable it for Android and iOS

It should be possible to build your game for platforms where Ads is not supported (just verified I can build a project with Ads for standalone without problems). Can you please post this issue on including some code to reproduce, so we can continue the conversation there?

Rasmus, Unity

I have created a new thread with this error. It’s easy to reproduce, just an empty project, enable Unity Ads from services, set the platform to standalone and press play in editor. I use Unity 5.2.0f3

Is there any chance that Mercurial support for Cloud Build will be available for the free tier like Git is currently?

We expect to announce more details on e.g. features included in the different service tiers at Unite Boston later this month. Until then please try the services and let us know what you think :)

/Rasmus, Unity

Hi John,

The short answer is “There will always be a free tier” (has also been mentioned at Unite and GDC events). What the exact details will be, is still to be figured out. But generally the goal of course is to develop services which is valuable to our users.

/Rasmus, Unity

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