MigrationGuide
A concept-by-concept map for developers coming from Photon PUN 2, Photon Fusion, Unity Netcode for GameObjects, or FishNet, onto Alteruna Multiplayer's Unity SDK.

Welcome to the Alteruna Multiplayer Migration Guide!
Who is this for?
This guide is for developers who already know
Photon PUN 2,
Photon Fusion,
Unity Netcode for GameObjects, or
FishNet, and want to know where their existing mental model does - and does not - carry over to
Alteruna Multiplayer's Unity SDK (like every guide here, this is about the Unity package specifically, not Alteruna's server or other platform SDKs).
It assumes you already understand networked identities, RPCs, and state replication in general; it does not re-teach those concepts from scratch. If you are new to multiplayer development altogether, start with the
User Guide instead.
The short version
Most of what you know transfers directly: identities, RPCs, and replicated fields all have a near-equivalent in Alteruna. The one idea worth unlearning is that a server exists by default. Photon (PUN 2 and Fusion) elects a Master Client or a host, Netcode and FishNet are built around a host or dedicated server process, but Alteruna is
peer-symmetric by default - every peer runs identical code, and a dedicated server is an opt-in deployment choice rather than a starting assumption.
That one difference is why Alteruna also ships a primitive (
resource locking) that the other frameworks leave for you to hand-roll.
Discord
Join the
Alteruna Discord server to find additional resources and other developers to chat with!
← Back |
Next →| Part 01 Overview And Concept Map | A single table mapping the core concepts of Photon PUN 2, Photon Fusion, Unity Netcode, and FishNet onto their Alteruna Multiplayer Unity SDK equivalents. |
| Part 02 Sessions Identity And State Sync | How connecting, joining a session, and declaring a networked identity map onto Alteruna's Connect/Room/CommunicationBridgeUID model. |
| Part 03 Remote Procedure Calls | Why Alteruna RPCs aren't split into client-to-server and server-to-client directions, and what to call instead. |
| Part 04 Ownership Possession And Resource Locking | Where ownership lives in Alteruna, and the resource-locking primitive that fills the gap left by not having a default server authority. |
| Part 05 Spawning Topology And Migration Checklist | Spawning networked prefabs, choosing a server topology, tuning bandwidth, and a step-by-step migration checklist. |