The uniz.host dashboard packs a lot into a little space: cards carrying half a dozen chips, a long row of tabs, one panel mixing numbers from two sources. This guide walks it piece by piece, weighted toward the part misread most often — the resource-usage panel.
Where the dashboard nav takes you
Once you are signed in, the dashboard nav has five destinations.
| Nav item | Path | What it is for |
|---|
| Overview | /dashboard | The landing page after sign-in |
| Servers | /dashboard/servers | Every server you can reach, plus the create button |
| Credits Topup | /dashboard/credits | Balance, top-ups, coupons, credit history |
| Referrals | /dashboard/referral | Your invite link and how it is doing |
| Settings | /dashboard/settings | Account settings, not server settings |
Two things trip people up. Settings here belongs to your account — display name, avatar, cover image, theme, language, notification sound. No password field, no two-factor setup, no delete-account button; server settings live in each server's own tab. And the credit banner above the content reads your balance on load, appearing only when it is below the low threshold or negative; a failed read stays silent.
The server list, and what each chip means
The list fetches every server you can reach once, when the page opens, and renders the cards in the order the API returned them.
Said plainly: this page has no search box, no sort control, no filter and no pagination. With 20 servers you get 20 cards down one page; the practical answers today are your browser's find-in-page, or a bookmark.
A card carries exactly this much:
- The server name, a link covering the whole card — click anywhere but the copy button to open the server.
- A state badge: what the server is doing, and when something stopped it, why.
- The address in a monospace font, with an icon button labelled "Copy server address". It is smarter than it looks: for games that connect over UDP directly (Bedrock, Palworld) it copies host and port together; for everything else, the hostname alone.
- A type-and-version chip. The version is appended only when you pinned one; a server tracking the latest shows the type alone.
- A RAM chip and a vCPU chip — your plan's ceilings, not live usage.
- A hardware-class chip, only on servers moved onto dedicated hardware.
- A "Shared" badge marks a server you do not own — you are on it as a team member.
Above the list sits a cluster-density bar: informational only, about the fleet rather than your server.
The tabs on a server page, at a glance
Open one server and you get a tab row.
| Tab | What it is for |
|---|
| Overview | The usage charts and the spec card |
| Console | Live logs, plus a command box while online |
| Settings | Everything about this one server, plan and address included |
| Mods / Plugins | Add and remove mods or plugins; label follows the server type |
| Players | Whitelist, kick, ban |
| Team | Invite people and choose what they may do |
| Backups | Back up, restore, download, schedule |
| Files | Work directly on the server's volume |
Not everyone sees all of them: Team is owner-only, and Players, Backups and Files follow the owner's grants. A team member seeing fewer tabs than this table lists is the permission system working, not a broken page.
The address a player actually types
Above the tab row is the "Server address" card — the one you forward to friends most often. Its top line is the hostname, and that is what a player types into the game's address field. If you attached your own domain it appears as a second line with its own copy button; both addresses are equally real.
A port line appears only once a UDP port has been assigned. It reads Bedrock port: {port} (UDP) for Minecraft Bedrock edition and for Java servers with crossplay on, and the game-neutral Port: {port} (UDP) for other UDP games such as Palworld. Before a port is assigned the line reads Port not yet assigned — wait a moment and reload.
The subtle case is a Java server with crossplay on: it does show a Bedrock port line, but that line is for Bedrock players only — Java players still type the bare hostname. The "Copy" button follows the same rule, appending the port only for directly-UDP games. Either way a successful copy raises an "Address copied" toast.
What the spec card is telling you
Under the charts on the Overview tab is a "Specs" card with six rows: Type, Version, RAM, CPU, Storage and Disk used.
The first four are what you bought — CPU is written as an upper bound, because it is a ceiling, not cores reserved for you alone. The last two are a pair: Storage is the disk quota your plan includes, Disk used the current real size of the world and every other file on that volume. When the second chases the first, clear old backups or move up a plan.
How to read the resource-usage panel
The "Resource usage" card at the top of the Overview tab is the most informative thing on the server page — provided you read it correctly.
Pick the range that matches your question
The tab row across the top of the card is the window the charts will draw, from "5 min" up through "7d" and "30d". The card always opens on the shortest one.
Match the window to the question: "what is happening right now" is a short window, while "is my RAM enough" needs a long one, because that behaviour does not show up in five minutes. The card refreshes the selected window by itself, and "Refresh" forces it immediately. The 30-day window is the slowest query and the likeliest to fail; when it does, the card says so rather than shimmering forever.
Under the tab row a small line states what percentage of the selected window the server was online. It follows your tab, and it is the best explanation there is for an empty chart — a server online 0% of a window has nothing to plot.
Read the headline number before the chart
Every block has one number in its header, and for RAM and CPU that number does not come from the chart — it comes from a live poll every 5 seconds while the server runs. That is why a server started thirty seconds ago already shows numbers while the charts are still empty. RAM reads {used} MB / {total} GB — megabytes against gigabytes, so do not take the two as one unit; CPU reads {used} vCPU used / {total}.
When the server is neither running nor starting there is no number and the header says the server is offline — a different statement from "No data for this period", which means the server is up but this window holds no samples.
The charts plot a percentage of the limit, capped at 100, so hover to read a real value: the tooltip always carries the absolute figure. Stretches with no samples are left as gaps, never smoothed over with a connecting line.
Tell disk space apart from disk throughput
This is where the panel is misread most: two adjacent blocks both start with "Disk" and they are entirely different measurements.
| Block | Measures | Unit | A high value means |
|---|
| Disk | Space used on the world's volume against your plan's quota, as {used} / {total} GB | Gigabytes | Filling up — clear files or resize |
| Disk I/O | Read and write throughput, both directions on one chart | Bytes per second | Heavy writing right now, e.g. an autosave |
Disk I/O spiking every few minutes is normal for a game that autosaves on a timer. It does not mean the disk is filling up — and a nearly full disk does not move the I/O line at all. For "how much room is left", read the first block or Disk used on the spec card. The Network block reads exactly like Disk I/O: a per-second rate, two directions, one chart, no limit to measure against, so its axis scales itself.
Find the restart and OOM markers on the RAM and CPU charts
The dashed vertical lines on a chart are events, of two kinds: "Restart" (the container started again, whether you asked or not) and "OOM" (the server was killed for exceeding its RAM limit).
The part worth knowing: these markers are drawn on the RAM and CPU charts only. Network, disk, disk I/O and game-health carry none, so if a game metric jumps and you want to know whether a restart happened there, line the timestamp up against RAM or CPU yourself.
A single OOM marker is hard evidence that RAM is short for what the server is doing, not a suspicion — see .
Read the RAM warning as a fixed 7-day verdict
At the bottom of the card you will sometimes see "RAM has been near its limit often over the last 7 days — a bigger plan may help", with a "View plans" button.
That box does not read the tab you have selected. It is a fixed 7-day verdict computed server-side from two conditions that must both hold: the server ran at least 24 hours in total across those 7 days, and more than 20% of that running time sat above 90% of its RAM limit. It is even cached for about five minutes, because it barely moves.
So switching to the 5-minute tab and seeing a calm line does not disprove it. And a brand-new server, or one that runs an hour here and there, never sees the box at all even with RAM pinned the whole time — not enough data to judge. The "View plans" button appears for the owner only; team members see the sentence without a button, because changing the plan spends the owner's credits.
Game health, and what this panel deliberately omits
Some games add a "Game health" block at the end of the card, and only when the selected window holds game-side samples. Inside is either TPS or "Server FPS", whichever that game can answer, plus a "Players online" count. The TPS chart is anchored to a 0–20 axis so a 19.9 line reads as healthy rather than filling the frame; games with no health figure get the player count alone.
Finally, what this card contains no trace of: money. No price, no credit balance, no daily cap. Resource graphs and spending are deliberately separate pages — for what this month cost, go to /dashboard/credits and its daily credit-usage chart and ledger tables.
Read next
- — what causes an OOM, and how much RAM is enough
- — the rate table and cost estimator