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Features

Start with the problem you are solving, not the assembly list.

Build the game loop

  • Application and world flow — boot content, travel between Fusion scenes, and stream additive levels. Start with GameInstance, Travel, and Bootstrap.
  • Subsystems — host application-wide or world-scoped services with automatic initialization and cleanup. See Subsystems.
  • Game configuration — compose settings from module-owned ScriptableObject sections with cached typed lookup and Editor synchronization. See Game configuration.
  • Session rules and player admission — authorize players, create controllers and characters, choose spawn points, and drive match states. See GameMode pipeline.
  • Actors and components — model replicated objects with clear spawn, authority, and lifetime rules. Begin with Your first scene.
  • Input — map Input System actions to stable network channels and route them through contexts. Begin with Your first multiplayer scene.

Add player capabilities

  • Gameplay tags — keep strongly typed domains separate and attach domain-specific metadata. See Gameplay Tags.
  • Attributes and effects — build formulas, dependency chains, modifiers, costs, buffs, and periodic state changes. See Attributes and Effects.
  • Gameplay abilities — build reusable actions that remain safe under prediction and rollback. See Gameplay Abilities.
  • Movement and combat — use the character controller, movement bases, ranged, melee, and throwable weapons. See Movement and combat.
  • Interaction — scan, select, and activate authoritative world interactions. See Interaction.

Give players things

  • Inventory — replicate item stacks with slot or tetris layouts.
  • Equipment — bind inventory items to gameplay slots and granted abilities.
  • Asset-backed definitions — author deterministic items and other shared data as ScriptableObjects.

Follow Inventory and Equipment for the full path.

Ship the experience

  • UI — compose widgets, layers, screen stacks, windows, notifications, loading screens, and variable bindings. See UI and Widgets.
  • Addressables and AssetBundles — load assets through one provider-based API and release handles predictably. See Assets.
  • Network asset identity — replicate authored ScriptableObject definitions through a stable table. See Network ScriptableObjects.
  • Diagnostics — configure hierarchical log channels and receiver destinations. See Diagnostics.
  • Developer Console — expose typed development commands in-game. See Developer Console.

The Compact Multiplayer Showcase demonstrates these systems together. Treat it as an executable recipe, then use the reference pages for details.

Updated:

RedEngine Framework documentation