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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.