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Core

RedEngine separates state by owner:

  • GameInstance owns application services and survives map travel;
  • World wraps one Fusion simulation and scene set;
  • GameModeBase owns authoritative match and player rules;
  • Actor and ActorComponent own replicated entity behavior;
  • subsystem collections own shared services for a game instance or world.

Execution model

  • Authority — State Authority spawns and destroys network actors and authors their state.
  • Prediction — Input Authority may simulate prediction-safe actor behavior inside Fusion ticks.
  • Replicated — actor properties, controller/character ownership, and match state.
  • Local only — application UI, audio, camera, and other presentation services.

Create and destroy network actors through World so they remain attached to the correct runner:

csharp
Chest? chest = World.SpawnActor(chestPrefab, position, rotation);
chest?.Destroy();

Use GameInstanceSubsystem for services that survive travel and WorldSubsystem for services bound to one simulation. Never keep a world subsystem after travel.

Detailed guides:

Next: Networking.

RedEngine Framework documentation