# Settings Window

## Build and Run Server

The **coherence** Settings window is located in `Project Settings -> coherence` and lets you launch a local replication server, upload your server to the cloud via the access token and bakes your Schemas for more optimized data transfer of Networked GameObjects.

![](https://3643360286-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MWd0ZPEK7vE9nkE0b7G%2F-MYvkysGPvLdR58XnSw4%2F-MYvlpITNrDFxw9gJOYe%2Fimage.png?alt=media\&token=390bd82a-9445-4519-9b82-e38b308a213f)

**Enable CoherenceSync support**

Uncheck `Enable CoherenceSync support` to go pure ECS and use none of the visual tools.

**Bake Schemas**

When CoherenceSync variables/components are turned into ECS to send over the network, C# reflection is used to sync all the data at runtime. Whilst this is really useful for prototyping quickly and getting things working, it can be quite slow and poorly performing. A way to combat this is to bake the CoherenceSync component into a Schema.

The Schema is a text file that defines which data types in your project are synced over the network. It is the source from which **coherence** SDK generates C# struct types (and helper functions) that are used by the rest of your game. The **coherence** Replication Server also reads the Schema file to know about those types and to communicate them with all of its clients efficiently.

The Schema must be baked in the **coherence** Settings window, before the check box to bake this prefab can be clicked.

When the CoherenceSync component is baked, it generates a new file in the Inspector of that Game Object called `NameOfGameObject_Sync`.

**Active Schemas**

Select the Schema files you want to use.

* CoherenceSync (runtime reflection, slow)&#x20;
* CoherenceSync (baked, fast)&#x20;

**Bake Output Folder**

Defines where to store the baked Schema files.

**Portal**

Upload your Schema files to your server.

* Status - Current Status of your cloud server
* Token - Cloud token&#x20;

**Local Replication Server**

Run a local replication server.

* Port - The port access
* Frequency - Frequency of server.&#x20;
