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Core
RedEngine separates state by owner:
GameInstanceowns application services and survives map travel;Worldwraps one Fusion simulation and scene set;GameModeBaseowns authoritative match and player rules;ActorandActorComponentown 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.