
The package can be installed via the Unity Package Manager. To achieve this, the Mono Cecil package is used. The Fusion IL Weaver generates low-level netcode and injects it into the Assembly-CSharp.dll. Set the Asset Serialization Mode to Force Text. For these settings to remain legible at all times, the asset serialization's mode has to be set to Force Textin Edit > Project Settings > Editor > Asset Serialization > Mode. Some of the Fusion settings will be saved in ScriptableObject Assets. N.B.: Fusion is a networking library and thus is agnostic to the Rendering Pipeline chosen it works with all of them.īefore importing the Fusion SDK, the default Unity project settings require some tweaks. If the version is older, please install the latest stable Unity version from the Unity Hub. The up-to-date requirements can be found on the Getting Started > SDK & Release Notes in the Requirements section.Īt the time of writing, the minimum requirement is Unity 2020.3.x LTS or above.

The latest SDK can be downloaded on the Getting Started > SDK & Release Notes page.Ĭheck your Unity version meets the minimum requirement for running Fusion. For Shared Mode follow the fusion shared mode basics tutorial instead.īefore starting anything else, create an account with PhotonEngine HERE. This tutorial is for Server and Host Mode. To decide which mode to use we recommend that you start with the Quadrant and pick the solution that best matches your game's genre. The mode you choose will change the way you use Fusion and write multiplayer code on a fundamental level. Which mode to choose is an important decision that you need to make early in development. Shared Mode: Cloud Room has StateAuthority.Host Mode: One player is the host, all other players connect to them.Server Mode: Dedicated server with public IP.A general understanding of Unity and C# is expected.įusion supports multiple network topologies.


Fusion 101 will explain the initial steps required to start a Fusion project.
