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SDK 0.4.14
SDK 0.4.14
  • Welcome
  • Overview
    • What is coherence?
    • How does coherence work?
    • Features and Roadmap
    • Requirements
  • Get Started
    • Install coherence
    • Scene setup
    • Prefab setup
    • Build and run
    • Baking and code generation
    • Create a free account
    • Deploy and share
  • Authority and communication
    • How authority works
    • Authority transfer
    • Commands
    • Server-side and input queues
    • Animations
  • Persistence
    • Overview
    • Configuring persistence
    • Storage
    • Example – A global counter
  • Optimization
    • Overview
    • Simulation frequency
    • Areas of interest
    • World size
    • Level of detail
    • Interpolation
    • Extrapolation
  • Connected entities
    • Overview
    • Entity references
    • ConnectedEntity component
    • Parent-child relationships
  • Simulators
    • Overview
    • Client vs. simulator logic
    • Build and deploy
    • Simulator load balancing
  • Tutorial project
    • Get the Tutorial Project
    • Start Tutorial
      • 1. Transforms
      • 2. Physics
      • 3. Persistence
      • 4. Animation and Variables
      • 5. AI Navigation
      • 6. Network Commands
      • 7. Network Events
  • Game Services
    • Game account
    • Key-value store
    • Matchmaking
  • API reference
    • Network SDK
      • CoherenceSync
      • MonoBridge
      • LiveQuery
      • Archetype
      • Sample UI
      • Settings Window
    • Cloud API
      • API tokens and keys
      • Server discovery
      • Game account
      • Key-value store
      • Matchmaking
    • Replication Server
    • Simulation Server
    • Entity Component System
      • Network Entities and Components
  • Schema reference
    • Overview
    • Specification
    • Field Settings
    • Archetypes and LOD-ing
  • Resources
    • Downloads
    • Video Tutorials
    • Glossary
    • CLI Utilities
    • Helper Scripts
    • Troubleshooting
  • Community
    • Discord
  • Additional information
    • Pricing
    • SLA
    • Unreal Engine support
    • Peer-to-Peer (P2P)
    • Known Issues
    • Version History
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  1. Connected entities

Parent-child relationships

An entity with the ConnectedEntity component does not cause an entity to attach itself to the connected entity. It is on the game developer to detect entities with ConnectedEntity components and attach to them to their game specific parents.

Example

A ball that is supposed to be attached to the hand bone of a networked entity. In this case, the ball would show up only once the entity its connected to show up. To attach the ball to the hand, the game developer can write the following code snippet -

var entity = coherenceSync.LinkedEntity;
if (entity != Entity.Null && EntityManager.HasComponent<ConnectedEntity>(entity))
{
    var connected = EntityManager.GetComponent<ConnectedEntity>(entity);
    var parent = CoherenceMonoBridge.EntityIdToTransform(connected.Value);
    var hand = parent.Find("RHand")
    gameObject.SetParent(hand);
}

Last updated 4 years ago

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