Product/Game Control
Game Control
Send announcements, close the game for maintenance, start Double XP or restart every server. No update needed.
Announcements, maintenance, events and restarts
Do it from the dashboard or with a command in Discord. Everything is logged. To make things happen on their own, use Blueprints.
Announce
Send a message to every player.
Maintenance
Close the game to everyone except staff.
Live event
Double XP or double coins for a set time. Paid plans.
Restart every server
A countdown, then every server restarts.
Settings, news and versions
Game settings
Change numbers and switches your game uses, without an update. Games pick it up within a minute.
In game news
Post news that shows inside your game until a date you pick.
Force updates
See which versions players are on, and make old versions update before they can play.
Status roles and playtime roles
Both come with every paid plan.
Status roles
Give members a role while they're playing, and take it away when they stop.
Playtime roles
Give roles for hours played, like @Regular at 10 hours and @Veteran at 100. /playtime-role add
The code
Your game checks for new settings about once a minute. It barely uses any data.
- Unity keeps the last copy on the device, so settings are there from the first frame of the next launch
float dropRate = EzAdminGame.GetFloat("drop_rate", 1f);
bool pvp = EzAdminGame.GetBool("pvp_enabled", true);
EzAdminGame.Changed += ApplySettings;
foreach (var post in EzAdminGame.News)
newsPanel.Add(post.Title, post.Body);
Limits by plan
Forcing updates is free on every plan.
| Plan | Settings | Live news posts | Required update |
|---|---|---|---|
| Free | 10 | 3 | Yes |
| Plus | 50 | 10 | Yes |
| Studio | 200 | 25 | Yes |
Never put a password or key in a game setting. A setting for everyone reaches every player's device, where it can be read. Mark tuning that players should not see as Game servers only: those settings are only ever sent to your servers. Values are plain text, numbers and switches; nothing in them is ever run.
Questions
How fast does a change reach the game?
Within a minute. Game servers ask once a minute, and a Unity game hears about the change on its next heartbeat and fetches it then. When nothing changed, only a revision number travels.
Can players see my settings?
Settings for everyone reach every player's device, where a determined player can read them, so use them for tuning, never for passwords or keys. Mark anything players should not see as Game servers only: those settings are only ever sent to your servers.
What happens if EzAdmin cannot be reached?
Your game keeps the last settings it had. A Unity game also keeps them on the device between launches, and every call takes a fallback value for a setting it has never received.
Does the required update kick players mid match?
No. It is checked when a copy of the game starts. Players already playing are not interrupted; the next time they start an old copy they see your message and the store link.
Do I still need the Discord commands?
No. Everything on the Game Control tab is also a command in Discord (/announce, /maintenance, /event, /shutdown), and both do exactly the same thing. Use whichever is closer to hand.
Try it on your server
It's free to start. No card needed, and you can remove it any time.