This document is about: FUSION 2-SHARED
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Fusion Shared Introduction

Shared Only Documentation

This is the Shared Mode Version of the documentation (recommended for beginners). For the full (advanced) documentation go here.

Overview

Fusion is a first-rate multiplayer SDK made for everyone. It integrates perfectly into Unity to synchronize the state of game objects with the lowest impact on performance. Synchronizing player characters, animations, actions and networked properties is easy to achieve and based on state-of-the-art networking algorithms.

Fusion can be run in two "modes": Shared and Hosted/Server (see below).

Fusion Shared is especially easy to pick up, even for beginners and teams with no experience making multiplayer titles. It is similar in many ways to Photon Unity Networking (PUN), albeit more feature complete, faster, and without run-time allocations.

Fusion Shared Mode leverages the Photon Cloud to run sessions and keep them alive until the last player leaves. This provides a scalable solution covering mobile and WebGL apps in the same way as standalone and console titles. At the same time, it saves the cost and effort of hosting dedicated server instances.

Fusion is free for development. Start building today, launch your project and pay only when your game becomes popular beyond our free tier. Fusion's pricing caters to small titles and is easy to estimate.

Fusion Host/Server & Quantum

Running Fusion in Host/Server mode opens Fusion up to a more complex server authoritative API. Implementing gameplay with a Host/Server running, requires a deeper understanding of advanced networking techniques such as client-side-prediction and lag compensation. The benefits of this are full control of simulation on the Host/Server offering less surface for exploits.

For some game genres you will get better results when using Fusion Server/Host mode or Quantum. If you are interested in exploring this, we recommend reading the Choosing the Right Mode section of the Fusion docs.

Switching between Shared Mode and Host/Server Mode is not seamless. To make proper use of either mode, some refactoring needs to be applied. The effort depends on the project.

Where Next?

Try one of our tutorials:

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