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Photon Quantum 3 vs Fusion 2 in Unity

Minh Khoa

Minh Khoa

Author

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Conclusion in 60 seconds

Just remember two sentences:

  • Quantum 3 synchronizes input: all clients receive the same input and run the same deterministic simulation themselves.
  • Fusion 2 synchronizes state: the peer with authority creates the official state and then sends that state to the other peers.
If you prioritizeLean toward
The same result every frame, many entities, natural replaysQuantum 3
Familiar Unity workflow, Unity Physics, plugin, multiple topologiesFusion 2
Do not want to operate a Unity gameplay serverQuantum 3 standard
Full server authority and secret data do not reach the clientFusion 2 Dedicated
Co-op small, social, or rapid prototypesFusion 2 Host/Shared

There is no SDK absolute winner. The right choice depends on what the game needs to synchronize: input or state.


1. The fundamental difference: what is synchronized?

Quantum 3: every machine solves the same problem

All clients have the same rules, initial state, and input for each tick. Because the simulation is deterministic, they independently compute the same result:

Initial State + Input 1 + Input 2 + ... = Same Result

Photon collects, orders, and distributes input. Each client runs the entire gameplay with ECS, fixed point, and deterministic physics. When the real input differs from the prediction, Quantum rolls back and simulates again.

One client locally correcting its position cannot directly force the other clients to receive that position. They still compute state from input and the game rules themselves.

Fusion 2: one peer publishes the official state

In Fusion, a peer with State Authority writes the state of the network object. The other peers receive snapshots and display or predict that state.

Client Input -> Authority Simulation -> State Snapshot -> Clients

Authority can live on a Unity Dedicated Server, the Host machine, or be distributed among players in Shared Mode.

Fusion still has prediction, rollback/resimulation and interpolation. The difference is that the final source of truth is still the state published by authority.

A short example

Suppose the player presses the button to move right:

Quantum 3Fusion 2
Input Right is sent to every clientInput Right is sent to the authority
Every client computes the new position themselvesThe authority computes the new position
The machines must produce the same resultThe authority sends the position/state to the client
A difference is a desync errorThe client that is wrong will be corrected by the official state

2. Overview comparison table

CriterionQuantum 3Fusion 2
Main modelDeterministic input syncState synchronization
Code architectureEntity, Component, SystemGameObject, Component, NetworkBehaviour
Simulation arithmeticFixed pointUsually uses familiar number types and Unity API Physics
Deterministic Physicsof Quantum 2D/3D Unity Physics integrationAuthority 2D/3D
All clients run the same simulationDedicated, Host, or Shared authorityDefault gameplay server
No Unity gameplay server neededOnly needed when choosing DedicatedPrimary transmitted data
Small per-tick inputState, delta,and input RPC }]}
Increase the number of entitiesIncrease CPU simulation on every clientIncrease state replication and CPU authority
ReplayVery naturally from input + initial stateNeeds to design recording state/input appropriately
Hidden informationHarder because of perfect informationDedicated Server may not send secret data
Use the Unity pluginOnly View; simulation must be deterministicEasier to integrate if the plugin supports it runtime/server
Familiarity with Unity devHigher learning curveCloser to the traditional Unity workflow
Prevent local state tamperingStrong by input-sync designDepends on topology; Dedicated is strongest

Do not read the table as “yes or no.” Both SDK can solve many game genres, but the difficulty, cost, and technical risk will differ.


3. How does the Unity developer workflow change?

When using Fusion 2

You still think quite close to Unity:

GameObject
└── NetworkObject
    └── NetworkBehaviour
        ├── [Networked] state
        ├── FixedUpdateNetwork()
        └── RPC

Key points to remember:

  • NetworkRunner: manages sessions, ticks, input, and replication.
  • NetworkObject: the identity of an object on the network.
  • [Networked]: state is snapshotted and synchronized by Fusion.
  • State Authority: the peer is allowed to decide state.
  • Input Authority: the player is attached to the object to send input and prediction.
  • FixedUpdateNetwork(): where gameplay runs according to the network tick.
  • RPC: a message at a point in time, not a replacement for persistent state.

You can continue using scenes, prefabs, Animator, Rigidbody, and many familiar Unity packages. However, important gameplay still must follow the authority model.

When using Quantum 3

You split the project into two worlds:

SIMULATION                         VIEW
Entity + Component + System       GameObject + MonoBehaviour
Frame + FP + deterministic API    Camera + VFX + Audio + UI
Nguồn sự thật gameplay            Biểu diễn state lên màn hình

Key points to remember:

  • Frame: the entire state of the simulation at a tick.
  • Entity/Component/System: gameplay structure ECS.
  • .qtn: declares components, input, and data for code generation.
  • FP, FPVector2, FPVector3: the fixed-point type used in the simulation.
  • Predicted Frame: a frame that may still use predicted input.
  • Verified Frame: a frame that has been confirmed by official input.
  • Event: tells the View to display effects, not where gameplay state is kept.

The simulation should not call arbitrarily UnityEngineruntime or rely on nondeterministic results. Camera shakes, particles, and audio are in the View; damage, movement, and win/lose rules are in the Simulation. float With Fusion, you learn

network authority . With Quantum, you also learn anew gameplay architecture 4. The rollback of the two.


is not the same SDK Quantum 3

Fusion 2Predict remote input when the real input has not arrived yet
The client predicts its own state in advanceIf the real input differs from the prediction, roll back to an old frame
If the authority snapshot differs from the local state, reconcileRerun the deterministic world
Rerun the predicted simulation partis the confirmed input marker
Verified Frame The authority state is the official resultBoth sides use rollback to hide latency. The shortest way to remember it:

Quantum rolls the world back from input. Fusion reconciles state around authority.

5. Physics,


and performance AI Topic

Quantum 3Fusion 2Physics
Physicsdedicated deterministic 2D/3D Integrate Unity PhysicsUsually runs on every client
AIUsually runs on the authorityNetwork
reasoningMostly small inputState delta, input, and RPC
Many entitiesIncrease CPU across all clientsIncrease CPU authority and replication
Optimize trafficLess dependent on the number of changed transformsDelta compression and Area of Interest
The cost of rollbackFrame history and resimulationPredicted state and resimulation

Quantum is suitable when many entities all follow a compact simulation. Fusion is advantageous when you need Rigidbody, the Unity plugin, or want to offload AI heavy work to the server.

Neither side is always lighter. Quantum can be heavy on mobile because every client runs the whole world; Fusion Dedicated can be heavy on the server and bandwidth. Profile the vertical slice on real devices and the actual topology.


6. Anti-cheatThe most easily misunderstood part:

Quantum is not by default a server-authoritative simulation

In the standard Photon Cloud configuration, the server coordinates input but does not necessarily run the gameplay simulation.

  • Changing local HP or position does not change other players' state.
  • Deterministic rules still block results that the simulation does not allow.
  • Bots, input automation, and client-sent data still need to be protected.
  • Rank, rewards, and economy should be validated by webhook, replay/resimulation or by custom server simulation depending on the level of risk.

The major trade-off is perfect information: each client usually has the data needed to simulate the world, except for future inputs from opponents.

Fusion depends on topology

TopologyTypical trust level
Dedicated ServerThe server holds state and validates gameplay, the strongest
Host ModeThe host can modify the game or view data
Shared ModeAuthority lies with the client, suitable for less competitive games

Fusion Dedicated also has a major advantage with hidden information: the server only sends state that the client is allowed to know. This matters for:

  • Unrevealed cards.
  • Truly secret fog of war.
  • Anti-cheat logic that should not be moved to the client.

Quantum protects well against one client modifying state and then spreading it. Fusion Dedicated is stronger when you need a server that runs the rules itself and keeps secrets from the client.


7. Hosting and cost

OptionGameplay hostingTrade-off
Standard QuantumPhoton coordinates input, no Unity server needed per matchEvery client simulates, perfect information
Custom Quantum serverSeparate simulation infrastructureHigher trust, more operational cost
SharedNo separate simulation serverDistributed trust
HostOne player acts as the serverCheap, but the host has an advantage
DedicatedSeparate fleet of headless Unity instancesFull control, more operational cost

Standard Quantum still has Photon and game backend costs. Fusion Dedicated requires an orchestrator to provision machines, ports, regions, health checks, and shutdown processes; Photon Cloud does not automatically host Unity server builds for you.


8. Choose by game genre

GameUsually the better choiceWhy
Many-unit RTSQuantum 3Deterministic AI/pathfinding, small input, natural replay
Fighting, sports, arenaQuantum 3Collision frame-sensitiverollback is the foundation
FPS rankedFusion 2 DedicatedServer validate hit/damage, lag compensation, hidden state
Co-op four playersFusion 2 Host/SharedFast workflow, not necessarily needing a server fleet
Card game with hidden cardsFusion 2 DedicatedServer keeps cards that are not yet allowed to be revealed

The examples above are trends, not hard rules. Prototype a vertical slice and measure before locking the architecture.


9. Decision checklist

image.png### Choose Quantum 3 when most answers are “yes”

  • Does the game need a deterministic result per frame?
  • Are there many entities running under the same ruleset?
  • Want to avoid operating a Unity gameplay server?
  • The team accepts ECS, fixed point, and separation Simulation/View?
  • Is the gameplay data mostly able to appear on the client?

Choose Fusion 2 when most answers are “yes”

  • Does the team want to keep a GameObject familiar workflow?
  • Does the game depend on Unity Physics or Unity plugins?
  • Need Dedicated, Host, and Shared for different modes?
  • Must the server keep data or logic secret?
  • Need full server authority for rank/economy?

The deciding question

Nếu mọi client có cùng input, game của bạn có thể và nên
tự tạo ra cùng một kết quả tuyệt đối không?
  • Yes: study Quantum seriously.
  • No, or do not want to be constrained like that: Fusion is usually more natural.

10. Moving from Fusion to Quantum is not a package change

This is usually a one-time rewrite of the gameplay architecture:

Fusion 2Quantum 3
NetworkObjectEntity
NetworkBehaviourSystem
[Networked] propertyComponent data in Frame
float, Vector3FP, FPVector3 in Simulation
Unity PhysicsQuantum deterministic physics
Authority peer runs the gameplayAll clients run the same simulation
RPC/state eventInput, command, signal, and event according to their proper roles

Prefab, animation, VFX and UI can be reused in the View. Movement, combat, physics, AI and game rules usually have to be redesigned, so choose the simulation model early.


Conclusion

Choose Quantum 3 when the game fits deterministic simulation and input sync. Choose Fusion 2 when you need state sync, a familiar Unity workflow, or flexible authority; use Fusion Dedicated when the server must act as the referee and keep secrets from the client.

Final takeaway:

Quantum 3 = Cùng input  -> Cùng simulation -> Cùng kết quả
Fusion 2  = Gửi input   -> Authority xử lý -> Đồng bộ state