Appearance
Networking
RedEngine builds on Photon Fusion 2. Gameplay changes belong to Fusion ticks and authority rules; RedEngine supplies world ownership, player admission, scene travel, input routing, and focused gameplay modules around that simulation.
Execution model
- Authority — State Authority admits players, loads network scenes, spawns actors, and commits state.
- Prediction — Input Authority simulates supported gameplay ahead of server confirmation.
- Replicated — network actor state, match state, scene information, timers, and ownership.
- Local only — render interpolation, selected Multi-Peer view, camera, UI, particles, and audio.
Authority
- State authority validates joins, spawns actors, applies damage, changes inventory, and advances match state.
- Input authority supplies
NetworkInputDatafor its controller and character. - Proxies render replicated state and local presentation without authoring gameplay outcomes.
Check authority at the boundary of a mutation, not inside every getter:
csharp
if (!Object.HasStateAuthority)
return;
World.SpawnActor(projectilePrefab, muzzle.position, muzzle.rotation);Travel and scenes
Use GameInstance.BrowseAsync to replace the current world. Use World.LoadSceneAsync and World.UnloadSceneAsync for synchronized additive levels inside the same match.
Deterministic time
Store gameplay deadlines as [Networked] TickTimer. TimerManager, coroutines, Task.Delay, and wall clock time are for local presentation only.
Player pipeline
Fusion join → authorization → controller spawn → OnPlayerJoined → spawn-point selection → character spawn. Customize the narrowest GameModeBase hook and keep network mutation on authority.
See GameInstance and Travel and GameMode Pipeline.
Next: Input.