Fusion Godot Intro
Overview
Fusion Godot brings Photon Fusion 3 networking to Godot Engine 4.6 as a GDExtension plugin.
No custom engine build is required — drop addons/fusion/ into any Godot 4.6+ project and reopen it.
The shared authority model lets every client own and simulate its own objects while the Photon server maintains a stateful cache for automatic late-join synchronization.
Core Components
- FusionClient — singleton managing connection lifecycle, room management, broadcast RPCs and scene loading
- FusionReplicator — per-object node handling property sync, authority and smoothing (modes: None, Auto)
- FusionSpawner — registers spawnable scenes and manages spawn/despawn of dynamic networked objects
- FusionReplicationConfig — custom property sync rules configured via the FusionReplicator's bottom panel
Where to Go Next
- Quick Start Guide — Build a multiplayer demo in 10 steps
- SDK Download — Requirements and installation
- Godot vs Fusion — Comparison with built-in Godot networking
- Connection — Initialization, rooms and signals
- Synchronization — Authority, replication modes and properties
- Spawning — Dynamic networked objects and sub-objects
- RPCs — Remote procedure calls