Matter 1.0.0
  • Getting Started
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    Matter: FishNet Integration

    FishNet support is a separately distributed add-on. It is not included in the Matter core package, and Matter's Runtime assembly does not reference FishNet.

    Release compatibility

    Use Matter: FishNet Integration 1.0.0 with Matter 1.0.0. They are separate packages and remain marked Unreleased until publication. The add-on's bundled compatibility guide records its own validation scope. Core Matter does not require the add-on.

    Enable FishNet support

    1. Install Matter and confirm the Basic Setup sample runs.
    2. Install a Unity 6.6-compatible FishNet release: Free release tag 4.7.3 or Pro 4.7.3. Free tag 4.7.3 reports 4.7.2 internally; the older actual 4.7.2 release does not compile on the tested Unity 6.6 editor.
    3. Install Matter: FishNet Integration 1.0.0 (dev.mastertech.matter-fishnet).
    4. Open that package's bundled Documentation~/index.md.
    5. Import Replicator Prefab or Network Demo from its Package Manager Samples tab.

    Core gameplay code can target IMatterReplicationAdapter and IMatterWorldTransferAdapter. FishNet-specific interest controls and diagnostics remain available on MatterNetworkReplicator in the add-on.

    Thermal substance effects run in the simulation and their resulting temperatures and phase changes use the normal authoritative chunk stream. Register heater and cooler objects on the server. If the same source objects also exist on a remote client, set that client's MatterSimManager.ThermalSourcesEnabled to false to avoid local source prediction. Source GameObjects and their configuration are owned by the game and require normal FishNet object synchronization if clients need their visuals. They are not included in cell snapshots or world files.

    The adapter validates world layout and substance schema before streaming to a joining client. Saved-world transfers report acknowledgement failures and do not roll back the server on cancellation. Read the add-on's API guide for its full authority, bandwidth, timeout, and reconnection contracts.

    Its server chunk readback path requires a graphics device with asynchronous GPU readback even when the simulation uses CPU; graphics-free headless servers are not supported by this adapter. Desktop validation does not qualify optional WebSocket transports or browser networking.

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