Is it possible to use Photon Engine in Godot?

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:bust_in_silhouette: Asked By saidsaix

Please Help, Is It Possible for Me to Use Photon Engine in Godot and if possible how can I do it.

Maybe you can try to use their dotNet SDK and use Godot Mono?

juppi | 2021-12-19 09:46

:bust_in_silhouette: Reply From: godotrookie

FYI, a related question has since been answered in the negative on the Photon forums:

Hey.

The first Public Preview of Photon Fusion Godot! Fusion Godot brings scalable multiplayer networking to Godot Engine 4.6 as a drop-in GDExtension addon. This means no custom engine build is required.

Godot Fusion Docs:
https://doc.photonengine.com/fusion-godot/current/fusion-intro

Example Project:
https://doc.photonengine.com/fusion-godot/current/game-samples/kenney-starter-kit-racing

Highlights:

Simple Connection and Matchmaking: Call join_or_create_room() and players are connected. No server setup, no port forwarding, no NAT punch-through to manage. Photon Cloud handles hosting, scaling and region routing worldwide out of the box.

Shared Authority Replication: Every client owns and simulates its own objects locally while the Photon server maintains a stateful cache of the world. New players joining mid-match receive a state snapshot automatically, no manual state transfer code needed. If you are familiar with Fusion 2 Shared Mode, this is an improved version of it.

Engine-First Integration: FusionReplicator is a regular child node. No special base classes, no complicated custom node types. Write gameplay in GDScript, use the scene tree, connect signals and configure properties in the inspector exactly as you would in a single-player project.

Forecast Physics Prediction: RigidBody nodes (2D and 3D) get automatic physics extrapolation using last known velocity and gravity, with gentle drift correction on each update. Works great for vehicles, boats and other physics-heavy games.

Smooth Transform Sync: Set transform replication to AUTO and Fusion detects the node type, picks the right smoothing strategy and syncs position, rotation and velocity automatically with render-frame accurate snapshot interpolation for remote instances.

Interest Management: Both area-based dynamic spatial filtering so clients only receive updates for nearby objects, or custom assigned interest-keys mean scaling gracefully to dozens or even hundreds of players.

Custom RPCs: Object-targeted or broadcast RPCs with 3 target strategies (everyone, role-based or specific player). Supports most built-in Godot types including networked node references.

Custom Server Plugins (soon for Enterprise only): Deploy server-side plugins that can intercept and validate state changes, or even spawn and take care of parts of the game logic before they reach other clients. Important for long term maintainability for competitive games or anti-cheat.

Cross Platform: this early access preview already comes initially with support for Windows, Mac, WASM (web) and Android, with all other platforms coming soon.

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