Unturned server analytics, spike by spike.

The plugin reads main-thread frame time and each player-loop phase, and sessions and playtime.

See who stays, what each lag spike was spent on, and which kits and ranks sell.

Free for one server. No card needed.

Questions it answers for Unturned servers

What the demo dashboard answers for this game.

Are new players sticking?

Day-1, day-7 and day-30 retention for every week of new players.

What causes lag?

Frame-time spikes captured and split by engine phase.

Did the server stay up?

Uptime, restarts and an alert in Discord when it goes down.

Which kits and ranks sell?

Tebex revenue by package, matched to playtime.

Who comes back?

New against returning players, by week.

When is the server full?

Players online through the week.

What ServerStats tracks on Unturned servers

An OpenMod plugin, with a RocketMod build of the same code. Install one of the two, never both.

Performance

  • Frame time against the frame-rate target (50 fps, 60 under RocketMod)
  • Frames over 50, 100 and 250 ms
  • Lag spikes split by Unity phase: fixed update (zombie AI, vehicles), update (networking, player logic, plugins), late update
  • Zombies alive, vehicles active, managed memory and garbage collections

Players

  • Sessions by SteamID64, joins and quits (BattlEye kicks and ServerStats moderation actions are named)
  • Ping every 30 seconds
  • New and returning players, D1, D7 and D30 retention

Gameplay

  • Zombie kills by kind, animal kills, PvP kills
  • Deaths by cause and limb, with the killer
  • Resources gathered, items crafted, vehicles destroyed
  • Buildables placed and destroyed by kind

Store

  • Tebex revenue by package, matched by SteamID (Operator)
  • Uconomy balances aren't read yet

No install yet? Basic mode reads A2S on 27015 or 27016; both are tried, because the docs and the tools disagree. Check any Unturned server with the free server status checker.

Plugin-specific payment and gamemode integrations for Unturned are planned. The general dashboard and payments log work today.

The number that matters: frame time

20ms
One frame at the server's 50 fps target
Target
50 fps
RocketMod
60 fps (MaxFrames)
Lag spike
100 ms (configurable)
Split by
Unity phase

Unturned has no separate simulation tick. The dedicated server runs Unity frames at 50 a second, so each frame has 20 ms; RocketMod raises the target to 60 with its MaxFrames setting, and ServerStats reads the live target every 10 seconds.

ServerStats measures the work in each frame, leaving out the wait for the next one. A frame over 100 ms is a lag spike, split into the phase that took the time. Zombie and animal AI and vehicles run in fixed update; networking, player logic and every plugin run in update.

Neither Unturned, OpenMod nor RocketMod keeps per-plugin timings, so a spike names the phase, not the plugin.

One plugin. About five minutes.

Works with

  • Unturned dedicated server
  • OpenMod
  • RocketMod
  • Tebex
  • Connects out only. No ports to open on your server.
  • A one-time claim code, then the agent signs everything it sends with its own key. No reusable secret is stored on your server or ours.
  • Player IDs are keyed hashes in analytics. Player IP addresses are never sent to us.
Server console
# OpenMod: copy both DLLs into Servers/<id>/OpenMod/plugins/
# RocketMod: ServerStats.Rocket.dll → Rocket/Plugins/, ServerStatsApi.dll → Rocket/Libraries/
# Start once, then:
serverstats claim SS-XXXX-XXXX-XXXX

Unturned questions

OpenMod or RocketMod?

Both, as separate builds. Install only one: OpenMod also loads Rocket plugins, so installing both would run it twice.

Why does my server run at 50 or 60 fps?

The dedicated server targets 50 frames a second, and RocketMod changes that to its MaxFrames setting (60 by default). ServerStats measures against whichever target is live.

Which plugin is causing lag?

ServerStats names the Unity phase that took the time, not the plugin: no framework keeps per-plugin timings. Fixed update points at zombies, animals and vehicles; update points at networking, players or plugins.

Do you store Steam IDs?

Analytics use a keyed hash of each Steam ID. The original is kept encrypted with your account's key so you can look players up and moderate them. Player IP addresses are never sent to us.

Does it read Uconomy balances?

Not yet. The Unturned economy isn't tracked today.

Do players install anything?

No. It runs only on the server.

Is it free?

Free covers one server with 24 hours of history, forever, with no card. Operator is $9.99 a month for 10 servers and 90 days of history, which you need for week-on-week trends and D7 or D30 retention. Yearly billing gives two months free.

Related games

One ServerStats account covers every game you run.

Start with one Unturned server, free

Install it and see your first numbers today.