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:

