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Project Setup

To run the sample, the Fusion App Id needs to be assigned in the PhotonAppSettings.

First, create a Fusion App Id in the Photon Engine Dashboard and paste it into the App Id Fusion field in the PhotonAppSettings (reachable from the Fusion/Realtime Settings menu or directly modifying file Assets/Photon/Fusion/Resources/PhotonAppSettings.asset).


Starting The Game

Menu Start

Open the Menu or Loader scene in Assets/TPSBR/Scenes and hit Play.

Join an existing game or create a new one by hitting the Create Game button. The Quick Play button works only with the Multiplay platform.

Gameplay Debug Start

You can play any gameplay scene directly. The Standalone Manager GameObject in the scene determines the type of game started. Standalone Manager values can be changed to run the game in a preferred configuration.

Standalone Manager

To start the game with multiple players in a single editor check the Multipeer Mode section.


Key Action
W,S,A,D Move
SPACE Jump / Thrust with jetpack
1,2,3 Switch weapons
4 Cycle grenades
Q Fast weapon switch
F Interact / Drop weapon (hold)
X Toggle jetpack
E Toggle camera side
Left Mouse Button Fire
Right Mouse Button Aim
Enter Lock/unlock cursor (Editor only)
~ Toggle fast movement (Editor only)

Running The Server

You can start Fusion BR from the command line as a headless server instance.

Command Line Arguments

Argument Description
-host Starts host
-dedicatedServer Starts dedicated server
-client Starts client(s)
-deathmatch Starts deathmatch gameplay mode (valid for server/host only)
-elimination Starts elimination gameplay mode (valid for server/host only)
-battleRoyale Starts battle royale gameplay mode (valid for server/host only)
-region [STRING] Custom Photon region (optional), eu/us/usw/...
-extraPeers [INT] Additional clients started within same process
-serverName [STRING] Custom server name shown in game list
-maxPlayers [INT] Max players allowed to join the game
-sessionName [STRING] Custom session identifier
-lobby [STRING] Custom matchmaking lobby name
-scene [STRING] Which scene should be loaded (GenArea2|GenArea3|GenArea5|GenArea7)
-stripped Enables extra runtime optimizations to maximize batch client count handled by single process
-ip Custom IP address the server binds to
-port Custom port the server binds to
-fps [INT] Sets Application.targetFrameRate to a given value
-moderator Starts the game with moderator rights (can control creating game and moderating in public builds)
-dataPath Custom output directory path
-recordSession Record logs and performance stats for current session
-generateInput Generates random input, used only in combination with -stripped
-multiplay Activates Multiplay Manager
-backfill Use Backfill service (joining players to existing matches, server only)
-sqp Use Server Query Protocol (SQP)
-matchmaking Use Unity Matchmaker
-queueName [STRING] Custom Matchmaker queue name

Examples of local headless server command line arguments:

FusionBR.exe -batchmode -nographics -dedicatedServer -logFile DeathmatchServer.txt -deathmatch -maxPlayers 60 -scene GenArea3

FusionBR.exe -batchmode -nographics -dedicatedServer -logFile BattleRoyaleServer.txt -battleRoyale -maxPlayers 200 -scene GenArea7


Fusion BR is prepared for hosting on the Multiplay platform. Follow the Multiplay guide included in the project.

Project Structure


Path Description
3rdParty/ Third-party assets
Photon/ Fusion libraries and addons
TPSBR/ Sample specific files, scripts and derived assets
Extras.zip Additional tools for profiling


Scene Description
Loader Initial scene, minimalistic (fast to load), checking command line arguments, loads to menu or a specific gameplay scene
Menu Default menu scene
LoadingScene Scene with a loading screen to fade between menu and gameplay scenes
Game Small static testing scene for debugging and feature iterations
GameplayUI Scene with separate gameplay UI, loaded additively
GenArea2 Small map for 20 players, generated at runtime
GenArea3 Medium map for 60 players, generated at runtime
GenArea5 Large map for 120 players, generated at runtime
GenArea7 Very large map for 200 players, generated at runtime
The difference between GenArea2 - GenArea7 is only in level generation values set up on the NetworkGame object. See Level Generation section for more details

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