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Glazier / Steam Datagram Relay

This article covers two distinct subsystems that share the networking and rendering context of Unturned™: the Glazier UI abstraction layer and the Steam Datagram Relay (SDR) networking system. Glazier abstracts Unity's three incompatible UI systems (IMGUI, uGUI, UIToolkit) to allow runtime switching between them. SDR provides relay-based networking that protects server IPs and can improve player ping times.

57 Studios™ has documented both systems based on the official SDG documentation. This article covers the Glazier architecture, UI system selection through launch options, the pros and cons of each UI system, and the SDR networking context that supports the Fake IP feature.

Glazier UI system selection showing the three available backends

Documentation source: This article references the official Smartly Dressed Games modding documentation Chapter 126 (Glazier) and related networking documentation.

Who this article is for

This article is written for server operators who need to understand the SDR relay system used by Fake IP, mod authors creating custom UI components who need to know which UI system is active, and players troubleshooting UI rendering issues.

Glazier overview

Unity has three incompatible UI systems: IMGUI (the legacy immediate-mode GUI), uGUI (the current recommended system), and UIToolkit (the newest system with automatic layout). Unturned's Glazier abstraction layer allows the game to switch between these systems at runtime, enabling players to choose the system that works best on their hardware.

UI system details

IMGUI

IMGUI is Unity's legacy UI system. It was the only built-in UI system when Unturned entered Early Access in 2014.

Enable with launch option: -Glazier=IMGUI

Pros:

  • Faster on some systems due to less overhead (no layout, no game objects)
  • Works well on older hardware

Cons:

  • Features like multi-line chat, extended item descriptions, and the main menu news feed are not supported
  • Visual bugs and input issues on Mac and Linux
  • Slower on some systems due to increased garbage collection
  • Does not support layered interactive UI
  • Plugin UIs are sorted underneath the game UI

uGUI

uGUI is Unturned's current default UI system.

Enable: This is the default; no launch option is needed.

Pros:

  • Faster on some systems because the UI is not rebuilt every frame
  • More user-friendly (can drag items outside the inventory to drop them)
  • Better visual appearance on high DPI monitors
  • Foreground color universally supported
  • Rich text fades out properly in chat

Cons:

  • Visual artifacts and flickering on some systems
  • Slower on some systems due to overhead (layout, game objects)

UIToolkit

UIToolkit integration into Unturned is experimental and not ready to be the default.

Enable with launch option: -Glazier=UIToolkit

Cons:

  • Scroll views have incorrect content size
  • Text shadows and outlines are not as polished as with uGUI

Steam Datagram Relay (SDR) context

Steam Datagram Relay is the networking relay system that powers the Fake IP feature. When a server uses Fake IP, all traffic is routed through the SDR network, which provides:

  • IP address protection (server IP is never revealed)
  • Traffic authentication and encryption
  • Rate limiting against DoS attacks
  • Potential ping improvements through optimized routing

The SDR system is separate from Glazier but shares the networking infrastructure of the game client.

UI system selection flowchart

Diagnostic table

SymptomMost likely causeResolution
Flickering UI elementsuGUI issues on this hardwareSwitch to IMGUI with -Glazier=IMGUI
Missing chat featuresUsing IMGUISwitch to uGUI
Plugin UI not visibleUsing IMGUI (plugin UI sorted underneath)Switch to uGUI
Scroll views brokenUsing UIToolkitSwitch to uGUI or IMGUI
High DPI display issuesUsing IMGUISwitch to uGUI
Mac/Linux visual bugsUsing IMGUISwitch to uGUI

Best practices

  • Use the default uGUI unless you encounter specific issues with it.
  • Switch to IMGUI only if uGUI causes visual artifacts or flickering.
  • Avoid UIToolkit for production use; it is experimental.
  • Test UI changes in both single-player and multiplayer.

Frequently asked questions

What is the default Glazier setting?

The default is uGUI. No launch option is needed for the default setting.

Can I switch UI systems while the game is running?

No. The Glazier selection is a launch-time option that takes effect when the game starts. Restart the game to change the UI system.

Does the Glazier setting affect server performance?

No. Glazier is a client-side setting. The server does not render UI. The setting only affects the game client.

No. They are separate systems. SDR is the relay networking system used by Fake IP. Glazier is the UI abstraction system. They share the "Glazier" name only in the context of this combined article.

Will UIToolkit become the default in the future?

SDG is working toward UIToolkit as the long-term UI system, but it is experimental and not ready for default use. The automatic layout features of UIToolkit are being added incrementally.

Appendix A: Launch options quick reference

UI SystemLaunch option
uGUI (default)(none)
IMGUI-Glazier=IMGUI
UIToolkit-Glazier=UIToolkit

Appendix B: External references

Integration with other systems

This configuration interacts with several other Unturned systems that the mod author should be aware of when designing content.

Interaction with the asset definition system

Every configuration file must include the required identity fields that the asset definition system uses to register the asset in the game's registry. Without these fields, the asset is not recognized by the game and will not appear in any system that references it.

Interaction with the localization system

Configuration files that display text to the player must be paired with localization files. The English.dat file provides the default language display values. Additional language files can be added for multilingual support.

Interaction with the master bundle system

Configuration files that reference Unity assets must use master bundle pointers correctly. The asset path in the pointer must match the path in the master bundle's manifest. A mismatch causes the asset to fail to load without crashing the game.

Interaction with the validation system

The game validates configuration files during the loading phase. Validation errors produce warnings in the console but do not prevent the game from starting. The affected asset may use default values for invalid fields.

Performance considerations

Configuration file performance is determined by the complexity of the referenced assets and the number of active instances in the game world.

Memory footprint

Each loaded asset occupies memory proportional to its data size. Configuration files are small (a few kilobytes each) and do not significantly impact memory usage. The memory impact comes from the Unity assets (models, textures, audio) that the configuration files reference.

Loading time

The game parses all configuration files during the initial loading phase. The total parsing time is proportional to the total number of configuration files and their complexity. For most mods, this overhead is negligible (milliseconds to low seconds).

Runtime performance

The runtime performance impact of a configuration file is zero for static properties and minimal for properties that are evaluated per-frame. Field values are cached after the initial read and are not re-read each frame.

Testing and validation

A structured testing approach ensures that every configuration value produces the expected behavior.

Unit testing

Test each configuration field independently by changing one value at a time and observing the result. This isolates the effect of each field and makes it easy to identify which field is responsible for unexpected behavior.

Integration testing

Test the complete configuration with all fields set to their intended values. Verify that the combination of fields produces the expected overall behavior.

Regression testing

After making changes, re-test previously working behavior to confirm that the changes did not break existing functionality. A change that fixes one issue should not introduce new issues in unrelated areas.

Stress testing

Test the configuration under high-load conditions (many concurrent players, rapid interactions) to verify that no performance issues or crashes occur.

Common authoring mistakes

Mistake 1: Missing identity fields

The most common authoring mistake is omitting required identity fields. Without a GUID, Type, and ID, the asset cannot be registered in the game's asset registry.

Mistake 2: Incorrect Type values

The Type field must match the expected value for the asset class being defined. An incorrect Type value causes the parser to misread the configuration fields.

Mistake 3: GUID collisions

Two assets with the same GUID cause the later-loaded asset to overwrite the earlier one. Generate fresh GUIDs for every new asset and never reuse GUIDs.

Mistake 4: ID collisions

Two items with the same ID within the same category cause unpredictable behavior. Use IDs in the 50000+ range to avoid collisions with vanilla and established community mods.

Mistake 5: Invalid field values

Field values must match their expected types. A string value in a numeric field is silently ignored and replaced with the default value.

Mistake 6: Unbalanced braces

Dictionaries opened with { must be closed with }. Lists opened with [ must be closed with ]. Unbalanced braces cause parsing errors that prevent the asset from loading.

Mistake 7: Incorrect master bundle pointers

The AssetPath in a master bundle pointer must match the path in the bundle's manifest exactly. Even a single-character difference causes the reference to fail.

Mistake 8: Missing localization files

Assets that display text to the player should have a corresponding English.dat file. Without it, the asset may display an internal identifier instead of a user-friendly name.

Design patterns

The completeness pattern

Before declaring a configuration file complete, verify that every field that has a documented default value has been explicitly considered. Some fields should use their defaults; others need explicit values. The decision should be intentional.

The documentation pattern

Maintain a project-level documentation file that records the purpose and expected values for every field in every configuration file. This documentation helps other mod authors understand the design intent.

The version control pattern

Store all configuration files in a version control system (Git). Every change is tracked with a commit message that explains why the change was made. This creates a complete history of the project's evolution.

The peer review pattern

Before finalizing a configuration, have another mod author review the file. A reviewer may spot errors that the original author missed, particularly in field values that were changed recently and may have unintended interactions.

Frequently asked questions (continued)

How do I know if my configuration file is correct?

The game logs any parsing errors or validation warnings during startup. Check the console output after launching the game. If no errors or warnings related to your mod appear, the configuration file is syntactically correct.

What happens when a field is omitted from a configuration file?

The parser assigns the default value for that field. Default values are documented in the field reference tables in this knowledge base. If you omit a field, the behavior may not match your intent.

Can I include comments in configuration files?

Yes. Lines starting with // are treated as comments. Comments can also be added at the end of a line if the value is enclosed in quotes.

How do I create a minimal configuration file?

The minimal configuration file contains only the required identity fields (GUID, Type, ID) and the fields that must differ from their defaults. All other fields use their default values.

What is the difference between a .dat file and an .asset file?

.dat files use the original Unturned key-value pair format. .asset files use the newer format that supports dictionaries, lists, and quoted keys/values. Both formats are valid and the parser handles both.

Glossary

TermDefinition
Configuration fileA text file containing key-value pairs that define an asset's properties.
Identity fieldA required field (GUID, Type, ID) that identifies the asset to the engine.
Default valueThe value used when a field is not explicitly specified in the configuration file.
Parsing errorAn error that occurs when the file format is invalid or a value cannot be interpreted.
Validation warningA warning that occurs when a parsed value is out of range or inconsistent.
Field referenceA table that documents each field's name, type, allowed values, and purpose.
Asset registryThe game's in-memory database of all loaded assets.
Master bundle pointerA structured reference to an asset within a master bundle file.
LocalizationThe system for providing language-specific display text for assets.
TemplateA pre-written configuration file with placeholder values.

Implementation roadmap

Phase 1: Research

Read the relevant reference article for the asset type. Understand the purpose of every field before writing any configuration values.

Phase 2: Planning

List the required and optional fields that need values. Determine the correct values based on the intended behavior.

Phase 3: Authoring

Create the configuration file. Fill in the identity fields first, then the gameplay fields, then the optional fields.

Phase 4: Validation

Check the configuration file for syntax errors. Verify that all braces and brackets are balanced. Confirm that all values match their expected types.

Phase 5: Testing

Place the configuration file in the mod directory. Launch the game and check for errors. Test the asset's behavior in-game.

Phase 6: Iteration

Adjust field values based on testing feedback. Repeat phases 4 and 5 until the behavior matches the intended design.

Authoring checklist

Before finalizing a configuration file for publication, confirm the following items:

  • [ ] All identity fields are present (GUID, Type, ID)
  • [ ] GUID is unique and freshly generated
  • [ ] Type field matches the expected asset class
  • [ ] ID is in the 50000+ range
  • [ ] All gameplay fields have intentional values (not accidentally omitted)
  • [ ] Master bundle pointers are correctly configured and paths match the manifest
  • [ ] Localization file is present and contains the expected fields
  • [ ] Testing has confirmed every field produces the expected behavior
  • [ ] No parsing errors or validation warnings in the console
  • [ ] The asset works in both single-player and multiplayer

Server-specific advanced topics

Server optimization for modded content

When running a server with multiple mods, optimize performance by bundling related assets together in fewer master bundles. Each master bundle adds to the server's memory footprint and loading time. Combine small mods into shared bundles where possible.

Server security with custom configurations

Custom server configurations should never expose sensitive information such as GSLT tokens or admin Steam IDs in publicly accessible files. Use the server's configuration file permissions to restrict read access.

Server update planning

Plan server updates to minimize player disruption. Schedule updates during low-traffic periods. Use the Workshop update monitor to automate update detection and restart procedures.

Troubleshooting guide

Problem: Server fails to start

If the dedicated server fails to start, check the console for error messages. Common causes include missing or corrupt configuration files, port conflicts with other applications, and insufficient disk space.

Problem: Players cannot connect

If players cannot connect to the server, check firewall settings, port forwarding configuration, and GSLT token validity. Verify that the server is running on the expected IP address and port.

Problem: Mods fail to load on the server

If mods load in single-player but not on the dedicated server, check that the mod files are in the correct directory on the server. The server's mod directory is typically separate from the client's mod directory.

Problem: Server performance degradation

If the server experiences performance degradation after adding mods, check the server resource usage (CPU, memory, disk I/O). Remove mods one at a time to identify which mod is causing the issue.

Frequently asked questions (continued)

How do I back up my server configuration?

Copy the entire Servers directory to a backup location. The directory contains all configuration files, save data, and logs. Back up before making significant configuration changes.

Can I run a server without a GSLT?

Yes, but the server will not appear on the Internet server list. Players can only join through the server code or Steam friends list.

What ports need to be open for Unturned servers?

The default ports are UDP 27015 (query port) and 27016 (game traffic port). These must be forwarded in the router and allowed through the firewall.

How many servers can I run on one machine?

The practical limit depends on the machine's hardware. Each server instance requires CPU time for game logic, memory for assets, and bandwidth for network traffic. A dedicated server machine can typically run 2-5 instances.

Should I use a static IP for my server?

A static local IP ensures that port forwarding rules do not break when the server's IP address changes. Most home routers support DHCP reservation, which assigns a static IP to a specific MAC address.

Configuration file management

Version numbering

Assign version numbers to each configuration file to track changes over time. Include the version number in a comment at the top of the file. When publishing updates, increment the version number and document the changes.

Change documentation

Maintain a changelog file alongside the configuration files. Record the date, version, author, and description of each change. This helps other mod authors understand how the configuration has evolved.

File naming conventions

Use consistent file naming conventions across all configuration files. The recommended convention is descriptive lowercase names with underscores separating words (snake_case).

Frequently asked questions (continued)

How do I roll back a configuration change?

Restore the previous version from version control. If version control is not in use, restore from a manual backup. This is why version control is strongly recommended.

What information should I include in a changelog entry?

Each changelog entry should include the date, the configuration file name, the changed field or section, the old value, the new value, and the reason for the change.

How do I share configuration best practices with my team?

Maintain a shared style guide document that records naming conventions, field ordering preferences, and commenting standards. Review pull requests to ensure compliance.

Operational considerations

Monitoring server health

Regularly check the server's resource usage (CPU, memory, disk space) to ensure it can handle the current player load. Set up automated monitoring that alerts the operator when resource usage exceeds thresholds.

Log management

The server generates log files that can grow large over time. Configure log rotation to archive old logs and free disk space. Review logs periodically for error patterns that may indicate configuration issues.

Player communication

Keep players informed about server maintenance, updates, and rule changes through in-game announcements, Discord, or a website. Clear communication reduces confusion and support requests.

Frequently asked questions (continued)

What should I do if a configuration file becomes corrupt?

Restore the file from the most recent backup. If no backup exists, reconstruct the file using the documentation and reference templates in this knowledge base.

How often should I back up server configuration files?

Back up at least weekly for low-activity servers and daily for high-activity servers. Always back up before making configuration changes.

What is the best way to test configuration changes before applying them to production?

Use a staging server that mirrors the production configuration. Test changes on the staging server first. If no staging server is available, test during low-traffic hours and have a rollback plan ready.

Security best practices

Credential management

Never store GSLT tokens, server passwords, or admin Steam IDs in publicly accessible locations. Use the server configuration file with appropriate file permissions. Rotate tokens and passwords periodically.

Network security

Use a firewall to restrict access to the server's ports to only the required protocols (UDP for game traffic). Close ports that are not in use. Monitor for unauthorized access attempts.

Data protection

Regularly back up server save data and configuration files to an offsite location. Test backup restoration periodically to confirm that the backup process is working correctly.

Frequently asked questions (continued)

Can I use the same configuration across multiple servers?

Base configuration can be shared, but each server should have its own unique GSLT, server name, map selection, and port configuration. Clone a template directory for each new server instance.

What is the most common server configuration mistake?

The most common mistake is forgetting to configure the GSLT, which prevents the server from appearing on the Internet server list. Always verify the GSLT configuration before announcing a new server.

How do I reset a server to default settings?

Delete the server's folder from the Servers directory and restart the server. The server generates fresh configuration files on the next startup. Note that this also deletes all save data.

Cross-references

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete Glazier and SDR reference, UI system comparison, launch options, troubleshooting.