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SDK 0.10
SDK 0.10
  • Welcome
  • Overview
    • What is coherence?
    • How does coherence work?
    • Rooms and Worlds
    • Features and Roadmap
    • Release Notes
    • Known Issues and Troubleshooting
  • Learning coherence
    • First Steps tutorial
      • 1. Basic syncing
        • 1.2. Animation parameters
        • 1.3. Sending commands
      • 2. Physics / Authority transfer
      • 3. Areas of interest
      • 4. Parenting entities
      • 5. Complex hierarchies
      • 6. Persistence
    • How to network...
      • Racing
      • Turn-based
      • First-Person Shooter
      • MMO
      • Fighting
  • Get started
    • Installation
    • Scene Setup
      • Sample UI
    • Prefab Setup: CoherenceSync
    • Local Development
      • Tips and Recommendations
    • coherence Cloud
      • Create a Free Account
      • Deploy a Replication Server
      • Share Builds
  • coherence SDK for Unity
    • Components
      • CoherenceSync
      • CoherenceMonoBridge
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • Order of execution
    • Networking State Changes
      • Messaging with Commands
      • Hierarchies & Child Objects
        • Child GameObjects
        • Child CoherenceSyncs
        • Deep Child CoherenceSyncs
      • Animations
      • CoherenceSync References
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Supported Types
      • Player Name (Sample UI)
    • Baking (Code Generation)
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Example – a global counter
    • Optimization
      • Simulation Frequency
      • Areas of Interest
      • Level of Detail (LOD)
    • Interpolation
    • Settings
    • Simulation Frame
    • Replication Server
    • Simulators
      • Scripting: Client vs Simulator
      • Local Development
      • World Simulators
      • Room Simulators
      • Simulator Slugs
      • Multi-Room Simulators
      • Build and Publish
      • Command-line arguments
      • Load Balancing
      • Network Connectivity
    • Client Connections
    • Rollback Networking Support
    • Floating Origin
    • CLI
  • coherence API
    • Worlds
    • Rooms
    • PlayResolver
    • DescriptorProvider
  • Developer Portal
    • Overview
    • Dashboard
    • Worlds
    • Rooms
    • Game Services
      • Account
      • Key-Value Store
      • API
        • Game account
        • Key-value store
  • Schema explained
    • Overview
    • Specification
    • Field settings
    • Archetypes
  • Additional resources
    • Community
    • SDK Upgrade Guide
    • Video Tutorials
    • Quick Samples
    • Continuous Integration
    • Unreal Engine Support
    • WebGL Support
    • Peer-to-Peer Support (P2P)
    • Pricing
    • SLA
    • Glossary
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  1. coherence SDK for Unity

Lifetime

Persistent vs. session-based entities

When we connect to a Game World with a Game Client, the traditional approach is that all Entities originating on our Client are session-based. This means that when the Client disconnects, they will disappear from the network World for all players.

A persistent object, however, will remain on the Replication Server even when the Client or Simulator that created or last simulated it, is gone.

This allows us to create a living world where player actions leave lasting effects.

In a virtual world, examples of persistent objects are:

  • A door anyone can open, close or lock

  • User-generated or user-configured objects left in the world to be found by others

  • Game progress objects (e.g. in PvE games)

  • Voice or video messages left by users

  • NPC's wandering around the world using an AI logic

  • Player characters on "auto pilot" that continue affecting the world when the player is offline

  • And many, many more

A persistent object with no Simulator is called an orphan. Orphans can be configured to be auto-adopted by Clients or Simulators on a FCFS basis.

Last updated 2 years ago

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