LogoLogo
⚠️ Outdated documentationGo to LatestHomeAPI
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
Powered by GitBook
On this page
  • Simulators
  • Replication Server & Send Frequency
  • Recent Rooms Table

Was this helpful?

Export as PDF
  1. Developer Portal

Rooms

From the Developer Portal, you can configure how Rooms are created through the SDK in the coherence cloud.

Last updated 2 years ago

Was this helpful?

From the left sidebar, select Rooms. On this page you can:

  • choose the regions you want to allow your rooms to be created in

  • enable Simulators for your Rooms

  • view a list of recently created Rooms

  • view a list of recently uploaded Simulators

Simulators

Replication Server & Send Frequency

The packet frequencies for sending and receiving data can be adjusted per project. It is part of the Advanced Config section and adjusting the frequencies is available only for paid plans.

Recent Rooms Table

The Recent Rooms Table provide a quick view of the recently created Rooms with the following information per column:

Column name
Description

ID

ID of the Room.

KV

Key-value pairs associated with the Room.

Tags

Tags attached to the Room.

SDK

SDK version used by the Room.

Sim

Sim Slug for the Room.

Schema

Schema ID used by the Room.

IP

IP address of the Replication Server attached to the Room.

Created

Time duration since the Room creation.

Room Status

Status of the Room (Open or Closed).

Sim Status

Status of the Simulator attached to the Room (Starting, Started, Stopped).

Messages

Messages from the Simulator orchestration. This field is usually empty but will contain a message if an issue happened with the Simulator life-cycle. The message provides the reason for the Simulator's current state (usually Stopped). Once a Simulator is stopped (for Room inactivity for instance), the Message column will mention Idle-stopped.

From the Developer Portal, you can configure what size you want your Simulator instances to be. To attach a Simulator to a Room, send the "Simulator slug" uploaded through the SDK with the Rooms creation request. When using the to create Rooms, the Simulator uploaded through the SDK is automatically assigned in the creation request.

PlayResolver
Configuring rooms in the Developer Portal