Public signaling for Unity WebRTC
This server helps Unity Netcode for GameObjects clients find each other over WebRTC. It issues auth tokens and relays room join, SDP offer/answer, and ICE candidates. Gameplay traffic never goes through this server.
For more information about WebRTC, you can refer to the WebRTC website.
Note:
This server is hosted for development and testing purposes. For production use, I recommend deploying your own signaling server. You can refer to the Signaling server repo for more details.
Get a token
Click the button below to generate a token, then paste it into
WebRTCTransport -> Signaling Server Auth Token in Unity's Inspector
to point the transport at this server.
GitHub Repos
If you want to deploy your own signaling server, you can refer to this repo: Signaling server
Rate limits
Note: These limits are only for the initial signaling handshake. There is no restriction on the actual gameplay traffic.
This server allows generous rate limits to accommodate for development and testing purposes.
| Token issue per IP | 5 / hour |
|---|---|
| Socket connects per IP | 20 / minute |
| Signaling events per IP | 120 / minute |
| host-room per IP | 10 / minute |
| Concurrent rooms per token | 50 |
For production use, I recommend deploying your own signaling server. You can refer to the Signaling server repo for more details.
Blocking
- Repeated rate-limit hits count as strikes. After 5 strikes in 10 minutes, that IP is auto-blocked.
- If 50 distinct blocked IPs share the same token, that token is auto-blocked too.
- The server admins can also block or unblock IPs and tokens if they deem necessary.