Using State Machine 2 with Photon Fusion
When using the Fusion Module, State Machine 2 integrates with Fusion's network architecture.
Install Fusion Module for Game Creator 2
Install State Machine 2
Network settings automatically appear in node inspectors
Input Authority
Player-controlled state machines run on the owning client
State Authority
Server-authoritative state machines run on the host
Fusion's tick-based simulation ensures deterministic state machine execution across all clients.
Consistent behavior across all clients
Rollback support for client-side prediction
Smooth synchronization even with network latency
Ensure your networked GameObjects have:
A NetworkObject component
A State Machine Runner component
Proper authority settings on each node
For player-controlled state machines, ensure the NetworkObject has Input Authority assigned to the controlling player.
Fusion Module Documentation
Last updated 2 months ago