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Fusion Forecast Physics 2D

Level
BEGINNER
Topology
SHARED AUTHORITY

Fusion Forecast Physics 2D

Overview

Fusion Forecast Physics 2D is an introductory sample, showcasing the use of Fusion 2.1's Forecast Physics system in a collection of three different games.

Main Menu Scene

This project consists of three small examples:

  • Dropshot: a Peggle-like game in which players can drop a projectile, earning points for whomever touches a block first.
  • Trajectory: an Angry-Birds-like game in which players launch a projectile at a tower; whoever touches the block last before knocking it off screen will earn points.
  • Connect N: A match-three game in which players try to connect matching blocks that are all controlled by 2D physics.

Fusion Forecast Physics 2D uses Shared Mode topology, so it can be directly tested in your browser:

Fusion Forecast Physics 2D

Download

VersionRelease DateDownload
2.1.0Nov 27, 2025Fusion Forecast Physics 2D 2.1.0

Preparation Guide

It is recommended to have a basic understanding of Fusion and to have completed the Intro Tutorial as well as the information regarding Fusion 2.1's Forecast Physics diving into this sample.

Requirements:

  • Unity 6000.0
  • Fusion 2.1
  • Fusion AppId: To run the sample, first create a Fusion AppId in the PhotonEngine Dashboard and paste it into the App Id Fusion field in Realtime Settings (reachable from Tools/Fusion/Realtime Settings menu). Continue with instructions in Starting The Game section.

Project Organization

Project is structured as a set of three small independent examples.

/00_MainMenu Main menu scene
/01_Dropshot Peggle-like example
/02_Trajectory Angry-Birds-like example
/03_ConnectN Connect three example
/3rdParty Location of assets provided by third parties such as Kenney and Happy Soul Music
/Common Prefabs, scripts and graphical assets shared between examples

Starting The Game

Each example within Fusion Forecast Physics 2D is accessible via its own scene file, which can be opened and played directly. Alternatively, all examples can be launched from the MainMenu scene located at /00_MainMenu/00_MainMenu.

Main Menu Scene

Upon starting the game, a simple menu will appear where players can enter a nickname or a session name, also known as a room name. A panel explaining how to play will also be visible. Clicking the Start Game button will initiate a new game session, or connect the player to an already existing game. All games involve clicking-and-dragging.

Game Menu

1 - Dropshot

Dropshot

In Dropshot players drop projectiles by clicking and dragging within the designated launch zone. When the projectile collides with one of the blocks, said block will change color and despawn after a few seconds. When all of the blocks have despawned, a new level will be spawned. There are three levels total that cycle.

Where to go next

Try making your own level by setting up a set of DropshotBlock prefabs as children of a new NetworkObject with a LevelBehaviour component. Then, within 01_DropshotScene, add the prefab to the Levels array of the LevelManager Component on the PlayerManager GameObject. Try experimenting with different physics component such as HingeJoints or rotating objects such as the one in DropshotLevel (1).

2 - Trajectory

Trajectory

In Trajectory players launch projectiles at a stack of blocks, trying to knock them all off screen. The last player to collide with a block will earn a point once it is knocked off screen. Once all the blocks are knocked off screen, the next level will spawn. Like Dropshot, there are three levels total.

Where to go next

Similar to Dropshot, try creating a new level. Make sure that any TrajectoryBlock prefabs are not kinematic so they can be knocked off the stage properly. Try different shapes and even masses too. You can also try adjusting the camera and having a larger playing field to create bigger, more complex levels.

Both Dropshot and Trajectory also utilize the LaunchingPlayer NetworkBehaviour that handles the spawning and launching of a player's projectiles. Try adjusting Min Launch Velocity and Max Launch Velocity range launch projectiles farther when creating larger, more complex levels.

3 - Connect N

Connect N

The Connect N sample is different from the previous two examples; this example is a match-three puzzle game where blocks descend from above. Players then click-and-drag, trying to connect pieces that are nearby one another. Once a connection of three or more is made, the player can release and the connected pieces will despawn. The game goes on endlessly until the screen is almost filled, in which the borders will turn red and a 10 second countdown will begin. After this timer finishes, all of the blocks will fall off screen, despawn, and a new game will begin.

Where to go next

Try experimenting with different shaped items in the game to see how the game works. You can also adjust Square Connection Tolerance on the ConnectionPlayer prefab; a greater value will allow connects of a greater distance. For performance reasons, the distance is squared, so 2 in-games units would have a value of 4.

3rd Party Assets

The Fusion Forecast Physics 2D sample is built around several third party assets:

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