Photon Fusion 1.1 with more Samples
A month ago, we launched Fusion, our newest multiplayer engine to enable professional developers to create the next generation of realtime multiplayer games.
As you may have seen, the Fusion SDK is Free to develop up to 20 CCU, and it also comes with Free samples for you to get started. Our new samples like our Kart demo, Tanknarok or Dragonhutners VR are now available in the Unity Asset Store.
At a targeted player count of up to 200+ players at 60hz, Fusion makes it easier to create high-quality Multiplayer games by empowering large and small teams to push the boundaries of what’s possible to deliver on the network with greater freedom, fidelity, and flexibility.
Free Fusion samples are found today in the Asset Store.
With two different race tracks and three karts with varying properties, Fusion Karts demonstrates how to make a racing game. Fully Server Authoritative and Client Predicted, the sample lets players create, join rooms and is fully playable on mobile, console and standalone.
With fully synchronized Unity rigid bodies, Fusion Tanknarok predictive network system illustrates how to build an arena-style game with states of the art networking. This Free sample supports Shared and Hosted mode, automated spawning and object pooling in a complete game loop.
Fusion Dragonhunters VR
Fusion makes it easier than ever to create multiplayer VR games. Fusion Dragonhunters VR also comes with Voice communication, predictive spawning, scorekeeping and OpenXR support.
Fusion Razor Madness
For 2D games, we have a powerful new tick based sample for fast and precise player movement with immediate accuracy. Fuzion Razor Madness is a racing game made for 8+ players. For fast-paced games, full predicted physics, which matches perfectly the snapshot position, is very important for the players to feel no lag in their input decision.
The sample comes with jump logic, spectator mode, automated objects, a lobby, etc. Razor Madness is a fully optimised networked 2D platformer sample, and it is now available for everyone for Free.
Fusion Battle Royale 200 players for Gaming Circle members
Battle Royale at 200 players at 60hz in a full competitive fight is extremely difficult. Yet we have a networked sample that gives you exactly that with projectiles, jetpacks, character controllers, animations, aiming and much more. We are finalising the last pieces of this amazing sample full of innovations, and it will be displayed on our website during the summer.
The Battle Royale project is currently available for Gaming Circle members. You can join the Gaming Circle today and access all our samples and SDKs while also being part of the community with our core engineers on Discord.
New Kinematic Character Controler for Fusion
Fusion introduces a collection of groundbreaking features for making your life easier in making accurate simulation. One of them is the Kinematic Character Controler.
Fusion ships with a AAA production-grade Kinematic Character Controller for high network performance. Specifically designed to work well with FPS and TPS, Fusion KCC enables character movement based on constraints, like collisions, without a rigidbody. Generic networked controls are now available for all, with complete control over position, rotation, physics + forces and authority. Fusion KCC is extensible and lets you create stages, callbacks with continuous collision detection, etc. Fusion KCC addon is fully documented and comes with a nice playground for testing various features.
Photon Fusion key features
Fusion is the high-end state transfer netcode SDK made for professional teams.
- Highest Player Count. Gives AAA developers the possibility to create new experiences for up to 200 players or more.
- 60Hz to 120hz. Tick Accurate Simulation. Much higher than in any current AAA games.
- Client Side Prediction + Server Reconciliation. Smooth rendering with internal native buffers.
- Lag Compensation. 100% accurate lag compensation with sub-tick accuracy.
- Interest Management. Fast interest management that handles tens of thousands of dynamic objects.
- Supports Many Architecture. Client Hosted, Dedicated Server, Shared Mode and Single Player Mose
- Custom Animation Setup. Tick-accurate animation system built on Unity’s playable API.
- Single Core. It runs on a single core on a modern bare metal server.
- Host Migration. NAT Punchthrough Algorithm managed migration system.
For more information about Fusion, visit: https://www.photonengine.com/Fusion