Photon Fusion 2.x - Setup & Configuration (1.6.0)
What this integration does
Runtime Spawner can run inside a Fusion session:
The authoritative peer performs spawn logic (host/server/StateAuthority)
Clients observe the results through Fusion replication
Runtime Spawner provides optional helpers for:
spawning networked prefabs via a Fusion factory
pooling integration via Fusion’s
INetworkObjectProvider
Before you enable it
If you already have Fusion running in your project, decide which of these applies:
A) Use your existing Fusion object provider (supported)
You can run Runtime Spawner without replacing your current INetworkObjectProvider.
B) Use Runtime Spawner’s Fusion pool providers (optional, recommended)
Runtime Spawner includes two provider options:
Core Provider:
FusionPoolProviderConstruct it in your bootstrap and pass it into
StartGameArgs.ObjectProvider
Behaviour Provider:
FusionPoolObjectProviderBehaviourAdd it to the same GameObject as your
NetworkRunner
Recommended when:
you want consistent pooling behavior across all spawner-created objects
you want prewarm support through the Runtime Spawner workflow
you want fewer edge-case lifecycle differences between pooled objects and spawned objects
If you use a spawner pool provider, Fusion will use that provider for all Runner.Spawn/Runner.Despawn that go through the runner.
Assembly Definition requirements (Fusion CodeGen)
Any assembly that contains Fusion NetworkBehaviour code must be weaved by Fusion.
1) Ensure Fusion defines are present
Your networking code should compile behind Fusion’s define:
FUSION_WEAVER
2) Add assemblies to Fusion CodeGen
Go to:
Tools → Fusion → Network Project Config Add all assemblies that contain
NetworkBehaviourtypes to Assemblies to Process, including:the Runtime Spawner Fusion integration assembly (if separated)
your gameplay/network assemblies containing your Fusion behaviours
If an assembly isn’t in this list, Fusion will not weave it.
3) Run Fusion CodeGen
After changing asmdefs or assembly lists:
Fusion → CodeGen → Run CodeGen
Prefab requirements
Any prefab Fusion will spawn must:
include a
NetworkObjectbe registered in Fusion’s Network Prefabs list (Project Settings → Fusion → Network Prefabs), or otherwise provided through your prefab table flow
Choose a bootstrap strategy
You can start Fusion however you like. The core requirement is:
Start a
NetworkRunnerEnsure Runtime Spawner is configured to use a Fusion-aware object factory (FactoryAsset / FusionObjectFactory)
Only start spawner logic from the authoritative side
Pool provider (optional)
If you want to use Runtime Spawner’s Fusion pool provider, use either the Core Provider or Behaviour Provider approach described above.
Links to driver pages (component usage)
The project-level docs stop here and link to the component driver pages:
WaveTrigger → FusionWaveTriggerDriver
LocalAreaSpawner → FusionLocalAreaSpawnerDriver
(These pages explain execution target, tag/layer filtering, authority rules, RPC behavior, etc.)
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