The Runtime Spawner Fusion integration allows you to use Runtime Spawner’s encounter, wave, and region systems inside a Photon Fusion session, while respecting Fusion’s authoritative networking model.
In a Fusion-powered game:
One authoritative peer (Host / Server / StateAuthority) decides what spawns and when
All other peers automatically observe the results through Fusion’s replication
Runtime Spawner fits into this model by:
Running all spawn logic on the authoritative peer
Spawning networked prefabs via Fusion
Allowing clients to remain passive observers of spawned content
This makes Runtime Spawner suitable for:
Cooperative PvE games
Horde / wave-based encounters
Open-world population systems
Networked AI, NPCs, and ambient actors
Offline-first design, network-aware execution
Runtime Spawner is designed offline-first.
Core components such as:
WaveTrigger
LocalAreaSpawner
are authored as pure gameplay components that work in single-player without networking.
When running inside Fusion:
These components switch to External activation mode
Dedicated Fusion driver components take responsibility for:
detecting trigger events on the correct peer
replicating state changes
calling the spawner’s public APIs in a network-safe way
This keeps your gameplay logic:
readable
testable offline
reusable across single-player and multiplayer projects
What Runtime Spawner does not replace
Runtime Spawner does not replace Fusion’s networking systems.
Fusion still owns:
object replication
authority rules
network transforms
snapshot synchronization
interest management
Runtime Spawner simply decides:
when something should spawn
what should spawn
where it should spawn
Fusion decides:
how that object is synchronized across the network
Authority model
In Fusion terms:
Only the authoritative peer runs spawn logic
Host / Server
or StateAuthority owner (Shared mode)
Clients:
do not run spawn loops
do not activate wave logic
do not decide region state
only observe results
Runtime Spawner enforces this through:
explicit authority checks
driver-level execution targets
replication-only RPC flows
This avoids:
duplicate spawns
race conditions
desync between peers
Pooling integration (optional, recommended)
Runtime Spawner can run with any existing Fusion object provider.
If your project already uses:
Fusion’s default provider
a custom INetworkObjectProvider
you can keep it.
However, Runtime Spawner also provides optional Fusion pool providers that tightly integrate spawning, despawning, and prewarming with the spawner’s internal pool system.
You can choose between:
a core provider passed into StartGameArgs.ObjectProvider
a behaviour-based provider attached to the NetworkRunner
Using these providers is:
optional
recommended for consistent lifecycle behavior across spawner-spawned objects
The integration pages explain when and how to use them.
Trigger-driven gameplay in Fusion
Runtime Spawner supports networked trigger-driven gameplay via driver components:
Wave triggers
scripted encounters
horde events
defense arenas
Local area spawners
biome-based population
density-based spawning
region-aware systems
In Fusion:
trigger detection runs only on the allowed authority
inside / activate / reset state is replicated
public APIs are called on the authoritative instance only
Each trigger type has its own Fusion driver with:
inspector-driven configuration
execution target controls
detailed runtime debug snapshots
These drivers are documented on the corresponding component pages.
Typical project flow
At a high level, a Fusion + Runtime Spawner project looks like this:
Fusion session starts (NetworkRunner)
Players connect and spawn
Authoritative peer initializes Runtime Spawner
Runtime Spawner begins:
wave systems
region population
encounter logic
Spawned networked objects replicate automatically to all peers
Clients never need to “know” about the spawner — they simply receive synchronized results.
Documentation structure
From here, the Fusion documentation is split into focused pages:
Setup & Configuration
project wiring
asmdefs and CodeGen
bootstrap patterns
optional pooling providers
Scene Setup & Usage
where to place spawners and triggers
how to start spawner logic safely
common runtime patterns
Troubleshooting & Errors
common Fusion integration issues
authority mistakes
CodeGen problems
trigger misconfiguration
Detailed driver behavior lives with the components they control: