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description= Official Fusion 2 documentation. Learn how Fusion synchronizes state in Unity with client-side prediction, lag compensation, and tick-based netcode. Free to start.;
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photon fusion 2 unity multiplayer sdk documentation please enable javascript to continue products samples sdks documentation sign in products fusion quantum realtime classic pun chat voice gaming industries tournament samples sdks documentation dashboard status sign in multiplayer fusion quantum realtime classic pun communication voice chat join our circles access all our samples exceptional support and exclusive code gaming circle implement your games faster with our pro tools industries circle non gaming benefit from the complete suite of photon business products including photon server the ultimate competitive edge for your games photon tournament photon fusion core fusion unity fusion introduction fusion 2 choose a topology getting started sdk download release notes release notes 2 0 release notes 2 1 what s new in 2 0 what s new in 2 1 migration coming from pun2 coming from bolt coming from fusion 1 create a photon fusion appid get help tutorials host mode basics overview 1 getting started 2 setting up a scene 3 prediction 4 physics 5 property changes 6 remote procedure calls 7 where to go next shared mode basics overview 1 getting started 2 scene and player 3 movement camera 4 network properties 5 rpcs 6 where to go next essential forecast vehicle physics overview 1 simple offline vehicle 2 fusion setup 3 setting up the scene 4 car spawning 5 car adjustments 6 where to go next multi climb tutorial game samples fusion starter overview download getting started architecture shared authority architecture client host asteroids overview download getting started architecture client host architecture shared authority simple fps overview download project setup starting the game architecture quiz network fusion golf impostor karts fusion cooking coop tanknarok overview getting started project architecture host mode project architecture shared mode pirate adventure overview download getting started tech design fusion animal coop overview getting started further steps casual mmo overview circle download circle getting started circle architecture circle debugging and testing circle server plugin circle br200 overview download quickstart game core player weapons shooting interactions performance optimizations expanding the project testing third party assets razor madness overview download getting started architecture technical samples fusion essentials sample overview animation essentials rpc essentials animations projectiles essentials projectiles advanced overview download quickstart network data buffer projectiles architecture expanding project transition from fusion 1 third party assets dedicated server dedicated server docker image edgegap gameye host migration disconnect reconnect social hub fusion object pooling fusion crazy starter webgl area of interest multi peer forecast physics 2d forecast water physics advanced forecast vehicle physics vr shared vr host industries samples expo stage screen sharing meeting vr training meta camera integration marker based ar collaboration meta wearables camera streaming collaboration desk cross platform xr starter metaverse metaverse overview metaverse hub metaverse art gallery metaverse picazoo metaverse music metaverse webgl build industries addons overview xrshared connection manager voice helpers xrhands synchronization data sync helpers visionos helpers extended rig selection blocking contact magnets texture drawing line drawing sticky notes meta core integration mx ink integration spaces dynamic audio group audio room chat bubble locomotion validation social distancing screen sharing 3d 2d drawing touch hover interactive menu desktop focus feedback virtual keyboard structure cohesion subscriber registry reconnection xrit integration ui synchronization watch menu anchors addons inspector simple kcc advanced kcc overview download sample project creating character data layer architecture execution movement render behavior interactions features extending debugging input smoothing known problems finite state machine interest management overview download sample project quickstart architecture advanced usage physics addon 2 0 physics addon 2 1 manual network runner network object network behaviour network transform physics overview forecast forecast disabled scene loading network project configuration network topologies spawning playerref shared mode master client input client server player input shared mode player input data transfer data transfer networked properties remote procedure calls change detection data streaming bandwidth limits eventual consistency sync components networktrsp network mecanim animator addon sync components fusion types inetworkstruct network collections ticktimer connection and matchmaking regions matchmaking api port numbers photon connection lost quick reconnect disconnect info client server connection process authentication overview custom authentication epic eos authentication facebook authentication oculus authentication steam authentication viveport authentication playfab integration testing and tooling fusion statistics 2 0 fusion statistics 2 1 multi peer mode simulating network conditions breakpoint support advanced advanced spawning connection encryption interest management send priority simulation behaviour time synchronization lag compensation networking fusion object types network buffers networkobjectprovider network object state il weaving dashboard configuration webhooks custom realtime client concepts and patterns animation optimizations fusion update loop dedicated servers networking controller code reliability exceptions network simulation loop voice chat consoles overview troubleshooting frequently asked questions known issues subscription error cases analyzing disconnects gaming circle samples overview photon circle discord reference glossary open source software at photon photon application analytics stun servers api reference video tutorials network properties handling projectiles ready sync lobby fusion inspector sync animations shared mode rpcs forecast physics proximity voice chat fusion unreal fusion godot quantum unity pun unity realtime c realtime core chat voice video server tournament sdk extended reality bolt discontinued this document is about fusion 2 switch to fusion 2 shared fusion 1 fusion 2 fusion 2 introduction this is the full documentation covering both client server and shared authority modes for simplified shared mode only documentation go here overview for a list of changes from fusion 1 1 to 2 0 check this page fusion is a new high performance state synchronization networking library for unity fusion is built with simplicity in mind to integrate naturally into the common unity workflow while also offering advanced features like data compression client side prediction and lag compensation out of the box under the hood fusion relies on a state of the art compression algorithm to reduce bandwidth requirements with minimal cpu overhead data is transferred as partial chunks with eventual consistency a fully configurable area of interest system is supplied to allow support for very high player counts fusion is free for development start building today launch your project and pay only when your game becomes popular beyond our free tier fusion s pricing enables small titles to grow big the fusion api is designed to be similar to regular unity monobehaviour code for example rpcs and network state is defined with attributes on methods and properties of monobehaviours with no need for explicit serialization code and network objects can be defined as prefabs using all of unity s most recent prefab features like nesting and variants inputs networked properties and rpcs provide the foundation for writing gameplay code with fusion using a networked property in fusion c networked public int lives get set defining and setting network input for client side predicted movement c public struct networkinputdata inetworkinput public vector3 direction public class inputpollbehaviour simulationbehaviour inetworkrunnercallbacks public void oninput networkrunner runner networkinput input var data new networkinputdata if input getkey keycode leftarrow data direction x 1 handle other directions input set data using network input for client side predicted movement c public override void fixedupdatenetwork if getinput out networkinputdata data data direction normalize normalize to prevent cheating with impossible inputs _charactercontroller move 5 data direction runner deltatime declaring a remote procedure call rpc in fusion c rpc rpcsources inputauthority rpctargets stateauthority public void rpc_configure string name color color playername name playercolor color where next choosing the right network topology fusion supports three fundamentally different network topologies with the same api as well as a single player mode with no network connection we have a guide on choosing the best network topology for your game within fusion network topologies are called modes network topologies read more about fusion s dedicated server client host and shared authority network topologies tutorials if you already have a good idea of what topology to use you can get started with the tutorials both dedicated server and client host have the same programming approach so are covered by a single tutorial shared authority basics tutorial client host dedicated server basics tutorial last updated on 08 09 2026 back to top overview where next choosing the right network topology network topologies tutorials we make multiplayer simple products fusion quantum realtime chat voice pun tournament support gaming circle industries circle circle discord documentation fusion quantum realtime chat voice pun bolt server vr ar mr about us contact us compliance blog resources dashboard samples sdk downloads cloud status languages english 日本語 한국어 简体中文 繁体中文 public discord youtube linkedin terms regulatory privacy policy privacy code of 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