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Photon Quantum

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What Photon Quantum is

Photon Quantum is a deterministic ECS framework for Unity online multiplayer games, with sessions listed for up to 128 players. It uses a client-server network model in which clients exchange player inputs, predict other players’ inputs, and restore and resimulate game state when a prediction is wrong. Quantum separates simulation from presentation: Unity supplies editor tools and the view layer, while deterministic libraries cover math, 2D and 3D physics, navigation, animation, and bots.

Photon Realtime transport and Photon server infrastructure synchronize clocks and manage input latency. Developers can extend the server component to connect customer-hosted services, including matchmaking, player services, and referee simulations. Quantum 3 webhooks can control rooms, validate configuration and player data, and send full match replays to a configurable endpoint. Photon describes deterministic gameplay, replay validation, and server referee simulations as ways to resist cheating, and states that Photon Engine is ISO 27001:2022 certified.

Free plans cover development access for 20 connected users or games-only access for 100. Paid options include 100 CCU for $95, paid once, billed one-time for 12 months, and 500 CCU for $125 a month.

Who it suits

Quantum suits Unity developers building online multiplayer games that need rollback simulation, deterministic libraries, and server infrastructure. Its customer-hosted backend options may suit teams with their own matchmaking or player services.

What it does well

  • Sessions listed for up to 128 players
  • Includes deterministic physics, navigation, animation, and bots
  • Quantum 3 webhooks support room control and replay delivery
  • Free plans include options for 20 or 100 connected users
  • Photon states that its engine is ISO 27001:2022 certified

What to know first

  • Development Only plan is limited to 20 connected users
  • Free 100 CCU plan is for games only
  • Plugin SDK requires Gaming Circle or Industries Circle membership
  • Premium Cloud has a $1,000 minimum monthly fee

Limits

The free Development Only 20 CCU plan is limited to development, 20 connected users, and 60.0 GB of monthly traffic, with no CCU burst. Free 100 CCU is limited to one app per customer and games, with 0.3 TB traffic per month and no burst. The 100 CCU paid plan has the same app and game restrictions and traffic allowance, and no burst.

Plans

PlanBilled and limitsPrice
Development Only 20 CCU20 connected users · development only · 60.0 GB traffic per month · no CCU burstFree
Free 100 CCU100 connected users · one app per customer · games only · approximately 40k MAU · 0.3 TB traffic per month · no CCU burstFree
Premium CloudInvoiced based on monthly usage; $1,000 minimum fee per month · Per CCU · 2,000 CCU minimum with 6.0 TB traffic included · usage-based CCU auto-scaling · DDoS protected by default$0.50 a month
500 CCUPer month · 500 connected users · games only · approximately 200k MAU · 1.5 TB traffic per month · CCU burst included$125 a month
1000 CCUPer month · 1,000 connected users · games only · approximately 400k MAU · 3.0 TB traffic per month · CCU burst included$250 a month
2000 CCUPer month · 2,000 connected users · games only · approximately 800k MAU · 6.0 TB traffic per month · CCU burst included$500 a month
100 CCUOne-time for 12 months · 100 connected users · games only · approximately 40k MAU · 0.3 TB traffic per month · no CCU burst$95, paid once
Enterprise CloudDedicated managed cloud environment · unlimited titles · SLA · priority operations support · dedicated servers · server authoritative logic via plug-ins · multi-layered DDoS protectionOn request

As photonengine.com lists them, read 29 Sept 2026. The maker's own page has the final word.

Getting started

  1. Visit the Photon Quantum website.
  2. Use Unity for editor tooling and the view layer.
  3. Choose a plan based on connected users and monthly traffic.
  4. Use the Photon Realtime transport and Photon server infrastructure.
  5. Use the Quantum Plugin SDK with Gaming Circle or Industries Circle membership if creating and locally testing a custom server.

Photon Quantum is a deterministic ECS framework for Unity multiplayer games, built for teams that need rollback simulation and server-backed networking rather than a basic state-synchronization layer. It suits competitive games with substantial simulation logic and custom backend requirements, but its commercial plans become significant as concurrency grows.

Overview

Quantum uses a client-server model in which clients exchange player inputs, predict other players' actions, and roll back and resimulate the game when those predictions are wrong. That approach is a strong fit for responsive competitive play, although it also demands a deterministic simulation design. Sessions are listed for up to 128 players, with matchmaking and UDP, TCP, WebSocket, and Secure WebSocket transports.

Unity handles editor tooling and the view layer while Quantum keeps simulation separate. Photon Realtime transport and Photon server infrastructure synchronize clocks and manage input latency. The server component can connect to customer-hosted matchmaking, player services, or referee simulations, giving studios room to retain existing backend services.

Key features

  • Rollback prediction: Local prediction keeps play responsive, while correction and resimulation address incorrect remote-input guesses. This is valuable for timing-sensitive games, but the deterministic simulation must be built to support it.
  • Deterministic libraries: Documented libraries cover math, 2D and 3D physics, navigation, animation, and bots, reducing the need to assemble those simulation foundations separately.
  • Unity separation: Unity remains the presentation and editing environment rather than the simulation authority, a useful architecture for teams that want a clear boundary between game logic and rendering.
  • Backend extensions and webhooks: Quantum 3 can control rooms, validate configuration and player data, and send complete match replays to a configurable endpoint. These hooks support operational tooling and review workflows.
  • Cheat resistance: Photon says deterministic gameplay and input-only exchange help resist cheating; replay validation and server referee simulations provide additional anti-cheat options. ISO 27001:2022 certification is stated by Photon Engine.
  • Web and server access: A Unity WebGL sample integrates CrazySDK from Crazy Games. The Quantum Plugin SDK, however, requires Gaming Circle or Industries Circle membership and is needed to create and locally test a custom Quantum server for Photon Enterprise Cloud.

Pricing

The free plans are useful for development and tightly bounded launches. Development Only 20 CCU costs nothing and allows 20 connected users, development use only, 60.0 GB of monthly traffic, and no CCU burst. Free 100 CCU also costs nothing, but is limited to one app per customer, games only, approximately 40k MAU, 0.3 TB of monthly traffic, and no burst. These caps make the plans suitable for prototypes or small game releases, not workloads that need traffic flexibility.

The paid 100 CCU plan is $95, paid once, billed one-time for 12 months. It keeps the games-only, approximately 40k MAU and 0.3 TB traffic limits, with 100 connected users and no CCU burst. 500 CCU costs $125 a month and includes approximately 200k MAU, 1.5 TB traffic, and CCU burst. 1000 CCU is $250 a month with approximately 400k MAU and 3.0 TB traffic; 2000 CCU is $500 a month with approximately 800k MAU and 6.0 TB traffic. Both include CCU burst, making them more practical for variable demand.

Premium Cloud is billed monthly by usage at $0.50 per CCU, with a $1,000 minimum monthly fee, a 2,000 CCU minimum, 6.0 TB traffic included, usage-based auto-scaling, and default DDoS protection. It is an infrastructure commitment for established services, not a low-cost upgrade from the free tier. Enterprise Cloud has custom pricing and adds a dedicated managed environment, unlimited titles, SLA, priority operations support, dedicated servers, plug-in server-authoritative logic, and multilayer DDoS protection.

Platforms

Quantum supports Windows, macOS, Android, iOS, WebGL, Nintendo Switch, Xbox One, Xbox Series X|S, PS4, and PS5. Its broader platform coverage suits studios shipping across desktop, mobile, browser, and consoles, provided their Unity pipeline targets those platforms.

Who it's for

Choose Quantum for a Unity team building competitive multiplayer where deterministic simulation, rollback, and integrated physics or navigation libraries matter. It is also a fit when matchmaking, player services, referee logic, replay delivery, or custom server integration are part of the architecture. Small teams can prototype on the free tiers, but the one-app, games-only, traffic, and burst restrictions need checking before launch. Teams wanting unrestricted self-hosting or a simpler free networking layer may find Quantum's membership requirement for the Plugin SDK and escalating cloud commitments limiting.

Pros and cons

Pros

  • Rollback prediction and deterministic simulation target responsive competitive play.
  • Libraries for physics, navigation, animation, bots, and math cover major simulation needs.
  • Backend extensions, webhooks, replay delivery, and referee options support production operations.
  • Wide desktop, mobile, web, and console platform support.

Cons

  • Free plans impose strict CCU, app, traffic, MAU, and no-burst limits.
  • Premium Cloud requires a $1,000 monthly minimum and 2,000 CCU minimum.
  • Custom Quantum server creation for Enterprise Cloud requires Circle membership through the Plugin SDK.

Alternatives

See the Game Networking Middleware directory for more options.

  • FishNet is the better starting point when you want a free Unity networking solution with no CCU caps or CCU paywalls; its Pro plan costs $50, paid once.
  • Mirror Networking suits teams seeking free, open-source MIT software with no paywalls or CCU costs.
  • Netick is an alternative free Unity server-authoritative state-sync option, with interest management and lag compensation marked Pro.
  • Normcore is worth considering for its free Public plan with unlimited applications, concurrent users, rooms, and no session limits, plus 100 room hours.
  • Photon Fusion offers a comparable Photon ecosystem and a free 100 CCU plan with one app, approximately 40k MAU, and 0.3 TB traffic.
  • Photon Realtime is a broader Photon transport choice with a 20 CCU development tier and higher plans.
  • SmartFoxServer provides a free Community Edition with 100 concurrent users and full features.
  • Colyseus fits teams wanting open-source self-hosting with no restrictions, or a cloud plan starting at $15.

Verdict

Photon Quantum is a strong choice for Unity studios whose game depends on deterministic rollback, rich simulation libraries, and extensible server infrastructure. Choose it for that technical foundation and Photon’s production options; look elsewhere if you need uncapped free usage, uncomplicated self-hosting, or a cloud model without a substantial minimum commitment.

Verdict

Photon Quantum combines rollback networking with Unity tooling and deterministic simulation libraries. Its free plans have defined user and usage limits, while Premium Cloud carries a $1,000 minimum monthly fee.

Questions

Is Photon Quantum free?

Yes. Free options include Development Only 20 CCU and Free 100 CCU.

How much do the listed Quantum plans cost?

The 100 CCU plan is $95, paid once, billed for 12 months. The 500 CCU plan is $125 a month.

Which platforms does Quantum support?

Platforms listed include Windows, macOS, Android, iOS, WebGL, Nintendo Switch, Xbox One, Xbox Series X|S, PS4, and PS5.

Does Quantum support rollback netcode and matchmaking?

Yes. Quantum is listed with rollback netcode and matchmaking, and sessions are listed for up to 128 players.

Who makes Photon Quantum?

Photon Quantum is made by Photon Engine, whose headquarters are in Hamburg, Germany.

Can developers use the Quantum Plugin SDK on a free plan?

The Plugin SDK requires Gaming Circle or Industries Circle membership. It enables developers to create and locally test a custom Quantum server for Photon Enterprise Cloud.

Facts from Photon Quantum's own pages

Backend integration
Quantum's server component can be extended to integrate with customer-hosted backends such as matchmaking, player services, and referee simulations. · doc.photonengine.com, 29 Sept 2026
Cheat resistance
Photon says deterministic gameplay and input-only exchange help resist cheating, and describes replay validation or server referee simulations as anti-cheat measures. · photonengine.com, 29 Sept 2026
Headquarters
Hamburg, Germany · photonengine.com, 28 Sept 2026
Network infrastructure
Quantum uses Photon Realtime transport and Photon server infrastructure to synchronize clocks and manage input latency. · doc.photonengine.com, 29 Sept 2026
Notable access limit
The Quantum Plugin SDK requires Gaming Circle or Industries Circle membership and enables developers to create and locally test a custom Quantum server for Photon Enterprise Cloud. · photonengine.com, 29 Sept 2026
Prediction and rollback
Clients exchange player input, predict other players' inputs locally, and restore and resimulate game state when predictions are wrong. · doc.photonengine.com, 29 Sept 2026
Product
Photon Quantum is a deterministic ECS framework for Unity online multiplayer games, listed for up to 128 players. · doc.photonengine.com, 29 Sept 2026
Security certification
Photon Engine states that it is ISO 27001:2022 certified. · photonengine.com, 29 Sept 2026
Simulation libraries
The documented deterministic libraries include math, 2D and 3D physics, navigation, animation, and bots. · doc.photonengine.com, 29 Sept 2026
Support
Free plans include online documentation, samples, tutorials, video streams, and help with account and billing matters; Gaming Circle offers premium development support. · photonengine.com, 29 Sept 2026
Unity integration
Quantum separates simulation from presentation, with Unity used for editor tooling and the view layer. · photonengine.com, 29 Sept 2026
Webhooks
Quantum 3 supports webhooks for room control and validation of configuration and player data, and can send full match replays to a configurable endpoint. · photonengine.com, 29 Sept 2026
Web platform sample
Photon provides a Quantum sample that targets Unity WebGL and integrates CrazySDK from Crazy Games. · photonengine.com, 29 Sept 2026

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