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This document is about: FUSION 2
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Data Transfer

There are four ways of transporting data between Peers in Fusion.

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Networked Properties
Properties of a NetworkBehaviour with the [Networked] attribute represent State, and will automatically replicate their values from the State Authority Peer to all other Peers.
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RPCs (Remote Procedure Calls)
Calling a NetworkBehaviour's method which has the [Rpc] attribute will execute that method on other Peers in the Room.
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Data Streaming
Large custom byte arrays can be sent via Fusion's data streaming API, which will automatically split the data into smaller fragments and reassemble them on the target Peer.
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Player Input
(Only relevant to Client-Server Mode, not used in Shared Server Mode.) - Input collected every tick with the INetworkRunnerCallbacks.OnInput callback is replicated to the server. These inputs are stored in a buffer, and are used in each Tick Simulation. Inputs are acquired with the GetInput method inside of FixedUpdateNetwork, which returns the Inputs that were supplied by that Network Object's Input Authority.
Primary Fusion mechanisms for transferring data between peers.
Primary Fusion mechanisms for transferring data between peers.

Last updated on 23/06/2026

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