This document is about: FUSION 2

6 - Where to go next


This tutorial series has covered several of the basic concepts used by Fusion, but there is a lot more under the hood. Fusion has components and features to solve almost any network related problem multiplayer games run into, but not everything is relevant for all types of games.

After the fusion tutorial series the recommendation is to read the manual and dive into more samples. Some of the more advanced topics are listed below.


There are various samples available for Fusion which are split into two categories:

  • Game Samples focus on gameplay development. They generally showcase a particular core game loop.
  • Technical Samples focus on technical implementation patterns involving Unity and Fusion for multiplayer game development.

Not all samples are compatible with Shared Mode. We recommend starting with the samples that are in shared mode such as:

Area of Interest

In large world games with many players, network usage can be optimized by not sharing everything with everybody all the time.

Specifically, Fusion allows the game to assign several areas of interest for the player to exclude changes in network state occurring outside these areas.

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Prebuilt Components

Fusion 100 only covers a few of the pre-built components that come with Fusion - specifically the NetworkTransform and the NetworkRigidbody, but Fusion has a lot more ready-to-use components available.

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