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⚠️ Outdated documentationGo to LatestHomeAPI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
  • Running a Replication Server locally
  • Building through Coherence Hub
  • Build and Connect
  • Connect across the local network

Was this helpful?

Export as PDF
  1. Get started

Local Development

Last updated 2 years ago

Was this helpful?

Now we can build the project and try out network replication locally.

This example will show you how to launch a local Replication Server and connect multiple instances.

Running a Replication Server locally

You can run a local Replication Server from the coherence menu:

This will open a new terminal window with the Replication Server and a World created in it.

Building through Coherence Hub

As with most features found in the menu, you can find local replication server functionality in the Coherence Hub as well. Open the Servers tab and run a Room or a World Replication Server.

Build and Connect

Now it's time to make a standalone build and test network replication.

#protip: Go to Project Settings, Player and change the Fullscreen Mode to Windowed and enable Resizable Window. This will make it much easier to observe standalone builds side-by-side when testing networking.

Note that for this sample we are running a World on a server, so make sure that Connect Dialog Selector in your Coherence Sample UI object on scene is set to Worlds as well.

Open the Build Settings window (File > Build Settings). Click on Add Open Scenes to add the current scene to the build. Click Build and Run.

Select a folder (e.g. Builds) and click OK.

When the build is done, start another instance of the executable (or run the project in the Game Window in Unity).

Click Connect on both clients. Now try focusing one and using WASD keys. You will see the box move on the other side as well.

Congratulations, you've made your first coherence replicated experience. But this is only the beginning. Keep reading to take advantage of more advanced coherence features.

Connect across the local network

If you want to connect to the local Replication Server from another local device (such as another PC, Mac, Mobile or VR device), you can find your IPv4 address and use that as your server address in the Connect dialog. These devices need to be connected to the same network.

You can find your IPv4 address by going to your command line tool and type ipconfig . Remember to include the port number, for example 192.168.1.185:32001.

Make sure your firewall allows remote connections to connect to the Replication Server from other devices on your network.

coherence -> CoherenceHub