The Ease-of-use of Unity's Networking with the Performance & Reliability of Photon Realtime


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Photon Fusion – The Evolutionary Leap of Pun & Bolt.

Got a new multiplayer project? While your existing PUN & Bolt projects will continue to run, Fusion's features and performance set the new benchmark for state-sync multiplayer engines.Time to switch to Fusion

Photon Fusion – The Evolutionary Leap of Pun & Bolt.

Got a new multiplayer project? While your existing PUN & Bolt projects will continue to run, Fusion's features and performance set the new benchmark for state-sync multiplayer engines.Time to switch to Fusion

Photon Fusion

Features for Unity Multiplayer

You can down- or upgrade your Photon plan at any time. Switching between Public-, Premium- and Enterprise Cloud is seamless and without any service interruption.

Realtime Cloud

PUN games are hosted in our globally distributed Photon Cloud to guarantee low latency and shortest round-trip times for your players worldwide.


Connect, Match and Play: PUN is the rock-solid foundation for any type of room based multiplayer game in Unity 3D. You concentrate on building a great title while we take care of the game's backend.


Export to mobile, desktop, web or consoles: Photon is the standard cross-platform service and the world‘s #1 for Unity multiplayer games.

Highest Scalability

Unity games built with Photon Unity Networking scale seamlessly and automatically in the Photon Cloud: from just a few to tens of thousands of concurrent users. Fair and transparent pricing included. Proven. Successfully.

Matchmaking API

You match players into games randomly or by parameterized searches. Or you create a list of open rooms and let players pick one. It works. Reliably. On mobiles, PCs, Consoles and in the web.


What multiplayer game do you want to build? FPS or arcade shooter? RPG or RTS? Racer or Sports? MOBA or TD? Another kind of action game?
PUN supports any type of room based games on any popular gaming platform.
See for yourself ...

Client To Server

It just works. No punch-through issues whether with Reliable UDP, TCP, HTTP or Websockets. Photon's highspeed client-2-server-architecture is the industry's most solid foundation for your games.

Unmatched Flexibility

Photon Unity Networking is super flexible: you can match an iOS Game Center user with someone using Google Play Services, authenticate a user via Facebook or add a custom authentication, utilize a gaming service or hook in your own backend.

Worry-Free Pricing

Fair and Transparent: 100% usage based on a concurrent users (CCU) basis. Flexible: Start with a FREE license, up- or downgrade at any time. Worry-free: no immediate cap when exceeding CCU with any monthly subscription plan. Perfect for your game's launch.
Check our pricing plans


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Photon Unity Networking
Asset Store Packages

PUN FREE Unity Plugin

No-cost package with various demos, pre-made scripts and reference documentation. Exports to basically all platforms.



PUN PLUS Unity Plugin

Same content as PUN FREE, plus a 100 concurrent user plan for the Photon Cloud (approx. 40k MAU, valid 12 months). Just $95




Top Assets Integrate With PUN


Search the Asset Store for packages that integrate with PUN to boost your Unity multiplayer development speed. Find some hand-picked assets below.


Photon Cloud - The Power Behind

All applications you develop with our suite of Photon products will run in our Photon Cloud. Here we take care of service hosting, operations and scaling. You can fully concentrate on building your multiplayer game or app!


Photon Enterprise Cloud - Dedicated Servers & Custom Code Plug-ins

In a nutshell the Photon Enterprise Cloud is like our well established public Photon Cloud and adds the following features: Runs on dedicated servers, provides guaranteed service levels (SLAs) and high priority support. Another big plus: You can run your own authoritative server logic via Plug-ins.
Typical Photon Enterprise Cloud scenarios are apps with 10,000 concurrent users or more, bigger game projects that need authoritative server logic or companies whose compliance policies restrict them to dedicated resources.

Interested? Get in touch at [email protected] .


Scalable, Reliable & Always Connects

All Photon Cloud products are based on a client to server architecture, the most stable solution for multiplayer games! In peer-to-peer architectures clients often cannot connect due to NAT punch-through issues. This problem is even worse in mobile networks. With the Photon Cloud your games will always connect.
Our operations team monitors servers 24/7 and can scale up required resources at any time. Whether your game needs capacity for hundreds or for hundreds of thousands of concurrent users: we scale it to your demands.


Hosted Where Your Players Are

Low latency is an essential requirement in realtime multiplayer games. For this reason Photon Cloud is hosted in all major world regions to provide your players with a minimum latency.
Games that depend on low latency, like FPS or RTS game types, connect the players to the nearest region. Games that are able to handle higher latency, like turnbased game types, can connect all players to the same region.

See here for available regions and setup instructions.


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PUN Code Examples

Photon Unity Networking (PUN) re-implements and enhances the features of Unity’s built-in networking. Under the hood, it uses Photon’s features to communicate and match players. The API is very similar to Unity’s. Developers with prior networking experience in Unity will feel at home immediately. An automatic converter assists you porting existing Unity multiplayer projects.



Connecting our loadbalanced servers is as easy. You can use the passed in string to distinguish between versions or use it to group clients.

Join a Game


To join any existing game (often referred to as room as well) that is all it takes. Filters for max amount of players and game specific criteria are optionally passed in.

Create a Game

public void OnConnectedToMaster()
    PhotonNetwork.CreateRoom("Room42", true, true, 4);

Set up a new room using CreateRoom. Hand it over the room's name, the room's ability to be found by others, the option for others to join in and the max player count.

Start Multiplayer

PhotonNetwork.RaiseEvent( (byte) eventCode,
    (object) eventContent,
    (bool) sendReliable

Exchange in-game-data, set remote object properties e.a. sending them by RPC.

For further samples, a complete quickstart tutorial, demos and references see the online documentation for Photon PUN.


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You are in Good Company. Join 600,000 Developers and Studios.



Some Selected Titles of the 800,000 Applications Hosted in Our Cloud.

  • „...rapid integration into our game.” Artem Petukhov, Pixonic
  • „This service is easy to use and allows to implement any idea.” Anton Sinelnikov, RiliSoft
  • „Culmination of efficiency, performance and amazing support.” Howard Tsao, muse games