![]() In Shared Mode, authority over network objects is distributed among all clients. Fusion does provide a host migration mechanism to allow transferring of state authority to a new client in situations like this, however this is not automatic in Host Mode (unlike in Shared Mode) and requires special handling in the client code. Since the session is owned by the host, it will be lost if the host disconnects. When running hosted mode from behind a firewall or a router, the Photon cloud transparently provides UDP punch through or package relay as needed. However, this comes at the price of the state authority's trustworthiness-in other words, a rogue host can cheat. Overall, this mode is equivalent to the Server Mode but is much cheaper to run as no dedicated server hosting costs are incurred. The host has a local player, polls input for it and interpolates the rendering as expected of a client. In Host Mode, the host acts as both a server and a client. If not, the state will be updated, and because the network state is separate from the rendering state, the rendering may either snap to this new state or use various forms of interpolation, error correction and smoothing to reduce the visual artifacts caused by the correction. ![]() If previous predictions were accurate, this process is seamless. This is known as reconciliation, as the client is rolled back to the server-provided state and re-simulated forward to the local (predicted) tick. In Fusion's Server Mode, any changes a client makes directly to the networked state are only a local prediction, which will be overridden with actual authoritative snapshots from the server once those are received. 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. 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. 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.
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