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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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On this page
  • Upload schemas
  • Run project

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  1. Get Started

Deploy and share

Last updated 4 years ago

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Now we can finally deploy our schema and replication server into the cloud.

Upload schemas

In the Project Settings tab for coherence, click on Upload Schemas.

The status should change from "Unknown" to "In Sync".

Your project schema is now deployed with the correct version of the replication server already running in the cloud.

Run project

You can now build the project again and send the build to your friends for testing.

You will be able to play over the internet without worrying about firewalls and local network connections.

Make sure everybody selects the remote server before clicking Connect.

If the status does not say In Sync, or if you encounter any other issues with the server interface, please refer to the section.

When you run the project now, you will notice that the Connect Dialog now contains additional address(-es). The Connect Dialog uses the to fetch all the addresses available for your project. This depends on the project configuration (e.g. the regions that you have selected for your project).

We are working on a WebGL / Webassembly option that will automatically upload the browser-playable build to your own personal webpage that you can share with your friends. For more information about our roadmap, please contact our .

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