Convert your JUTPS project into a Photon Fusion multiplayer game with one click. Characters, vehicles and AI become networked prefabs with synced animation, ownership and spawning.I have a question: What is the best way to convert an existing project to networked?I think that the best way is adding components – for instance, add a NetworkObject to any GameObject, and if it has a Transform, add a NetworkTransform as well. This is really friendly for developers. And this is how Networked JUTPS works.Networked JUTPS converts an existing JUTPS (Third Person Shooter) project into aworking Photon Fusion multiplayer game, without you writing networking code.JUTPS ships a complete single-player TPS — character controller, weapons,vehicles, AI, damage, inventory. None of it is network-aware. Rebuilding it onFusion by hand means adding NetworkBehaviours, moving movement and shooting intothe tick loop, replicating animation state, assigning state authority to theright client, and pooling every spawned bullet and item. That is weeks of work,and the failure modes are subtle.This package does that conversion through an editor window. Drop a character,vehicle, or AI into a slot, press one button, and you get a networked prefab withauthority, replicated animation, and synced spawnables already wired. A separateone-click pass converts an entire scene. A ready-made menu, lobby, and sessionflow lets you host and join immediately, and demo scenes show everythingconfigured.WHAT YOU GET- One-button conversion for characters, vehicles, and AI- Whole-scene conversion in a single pass- Networked animation, ownership, and spawnable pooling handled for you- Working menu, lobby, and session flow to test with straight away- Demo scenes with everything already set upHOW CUSTOMIZABLE IS IT?The package converts your content — it does not replace it. Your characters,weapons, vehicles, and AI keep their own models, animations, stats, and tuning;conversion adds the networking layer on top and leaves the JUTPS logic andinspector values intact. The demo scenes are reference examples, not a templateyou have to build inside.Extending it is part of the normal workflow. Design a new weapon, projectile, orpickup, network it through the same window, and add it to the spawnable list —the documentation walks through this. The menu and lobby scenes are plain Unityscenes and prefabs, so you can restyle or replace the UI freely. All source isincluded; nothing is locked behind a DLL.WHAT GENRE DOES IT SUIT?It is built for JUTPS, so it fits what JUTPS fits: third-person shooters. Withinthat, it works for deathmatch and team shooters, co-op PvE and horde modes,extraction and survival shooters, and vehicle-combat games — anything whereplayers share a session and need movement, shooting, animation, and spawnedobjects to stay in sync. Because vehicles and AI are converted too, mixedon-foot-and-driving gameplay is covered rather than being a separate problem.It is not a general-purpose networking framework. If your project does not useJUTPS, this package has nothing to convert.BEFORE YOU BUYThe initial import needs some comfort with code: you widen a set of JUTPS fieldmodifiers to public and make four small edits to the original scripts. Every stepis documented with screenshots, and it is a one-time setup — after that,everything runs through the editor window with no further coding.Requires JUTPS and Photon Fusion. Packages are versioned to match (for exampleNetworked JUTPS 3.3.9-2.0.12); pick the one matching your JUTPS and Fusionversions. Stuck during setup? Email the developer for help.Support: 3412216911@qq.comThe contents of this package, in whole or in part, have been generated with the aid of artificial intelligence. This includes functional elements within the package. Visual elements such as logos, backgrounds, or other assets used solely in marketing materials are excluded from this disclosure.




