Photon Fusion Multiplayer for Defold + sample 3D platformer

We’re happy to share the first public release of Photon Fusion extension for Defold — a new native extension that brings Photon Fusion multiplayer networking to Defold projects.

Photon Fusion for Defold gives access to scalable multiplayer features such as:

  • room-based matchmaking;
  • efficient state replication;
  • late join support;
  • physics prediction;
  • flexible Remote Procedure Calls (RPC);
  • networked game object spawning;
  • replicated properties (Network Properties);
  • authority-based gameplay logic;
  • multiple Network Topology choices.

Read more in our official documentation:


How is it different from Photon Realtime?

Photon Realtime for which we already have Photon Realtime Defold extension is a lower-level networking, matchmaking and message layer. In comparison, Photon Fusion is a higher-level multiplayer game-state synchronization SDK built for replicated objects, authority, prediction, RPCs, and late joining.

Comparison table below might be helpful to decide which solution is better suiting your game:

Topic Photon Realtime for Defold Photon Fusion for Defold
Abstraction level Lower-level networking API Higher-level multiplayer netcode layer
Main model Operations, operation responses, events, custom events Networked objects, replicated state, authority, RPCs
State sync You design and send the data yourself, usually through events such as raise_event() Fusion handles efficient state replication for networked objects/properties
Matchmaking Core feature: authentication, matchmaking, rooms, reliable communication Also uses Photon infrastructure for rooms/matchmaking, but adds game-state simulation on top
Gameplay fit Good for custom protocols, turn-based games, chat, lobbies, real-time messaging, lightweight multiplayer Better for action games, platformers, real-time movement, replicated objects, late joiners, physics prediction
Complexity More manual, more flexible Less manual, more gameplay-ready

Fusion Platformer Game example

To help you get started, we’ve also published a sample project:

It is a small multiplayer 3D platformer built with Defold and the Photon Fusion extension. The example shows how to configure a Photon App ID, connect to Photon Cloud, join or create rooms, spawn players, synchronize player state, use replicated properties, send RPCs, and handle coin collection, falling platforms, or round resets over network.

The sample also includes an offline fallback, so you can still try the game locally even without Fusion being available or configured.

We’d love to hear your feedback, questions, or ideas for where this should go next.


Platformer Game example?

Yes! So beside this platformer working seamlessly with Fusion, we’re also publishing a separate project with the same platformer sample game, but with networking excluded. It will be available in the next Defold release directly from the editor. Use it as a base for a game or a learning resource:

8 Likes

This is awesome! I was like yesterday searching the forum about multiplayer game, nakama, photon etc, looking at prices etc.

Many thanks for these full examples, they are invaluable as starting points!

I am looking to create a one versus one kind of fighting minigame, but not real time: you encounter random players, each has a finite time to enter their actions, then everything is playing at once…

About that I was also asking how I could create a P2P direct connect mode? Like wifi direct or same network connection? Would any of existing multiplayer extensions help, since there is no server?