This hides latency and allows the gameplay to feel snappy. Client Side PredictionĬlient Side Prediction is a popular multiplayer architecture in which clients use their inputs to predict their own movement while awaiting confirmation from the server. Photon does not provide servers for hosting a dedicated Fusion server application. This headless build needs to be hosted on a server machine or a cloud hosted server. The server application is built from the Unity project and runs a full headless Unity build.
![unity character controller 3d platformer unity character controller 3d platformer](https://i.ytimg.com/vi/IstYXj_k4NA/maxresdefault.jpg)
In Server Mode the server has full and exclusive State Authority over all objects, no exceptions.Ĭlients can only modify networked objects by sending their input to the server (and having the server react to that input) or by requesting a change using an RPC. If you're not sure yet, keep reading! Topology Differences If you already have a good idea for what mode to use you can get started with the tutorials: The Quadrant provides a good starting point for deciding what mode is right for your application. The first step when starting with Fusion is to chose between Server/Host and Shared mode. Public void RPC_Configure(string name, Color color)įusion supports two fundamentally different network topologies with the same API as well as a single player mode with no network connection. _characterController.Move(5 * data.direction * Runner.DeltaTime) ĭeclaring a Remote Procedure Call (RPC) in Fusion:Ĭ# Using Network Input for client-side predicted movement:Ĭ# public override void FixedUpdateNetworkĭ() // normalize to prevent cheating with impossible inputs Inputs, Networked Properties and RPCs provide the foundation for writing gameplay code with Fusion.Ĭ# public int lives For example, RPCs and network state is defined with attributes on methods and properties of MonoBehaviours with no need for explicit serialization code, and network objects can be defined as prefabs using all of Unity's most recent prefab features like nesting and variants.
![unity character controller 3d platformer unity character controller 3d platformer](https://i.ytimg.com/vi/3-Nuzzk9W-o/maxresdefault.jpg)
The Fusion API is designed to be similar to regular Unity MonoBehaviour code. A fully configurable area-of-interest system is supplied to allow support for very high player counts. Data is transferred as partial chunks with eventual consistency. Under the hood, Fusion relies on a state-of-the-art compression algorithm to reduce bandwidth requirements with minimal CPU overhead. Fusion is built with simplicity in mind to integrate naturally into the common Unity workflow, while also offering advanced features like data compression, client-side prediction and lag compensation out of the box. For a list of changes from Fusion 1.1 to 2.0 check this pageįusion is a new high performance state synchronization networking library for Unity.