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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
  • Current features
  • Coming soon
  • Mid-term roadmap
  • Roadmap

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  1. Overview

Features and Roadmap

coherence is currently in private preview. Some stability and performance issues may still be present and being ironed out. Additionally, more features are planned for the public release later this year.

Current features

General

  • Custom UDP transport layer using bit streams with reliability

  • Smooth state replication

  • Server-side, client-side, distributed authority

  • Connected entity support

  • Fast authority transfer

  • Remote messaging (RPC)

  • Persistence

  • Multiple examples and showcases

  • Support for Windows, Mac, Linux, Android, iOS, etc.

SDK

  • Unity SDK with intuitive no-code layer

  • Per-field adjustable interpolation and extrapolation

  • Input queues

  • ECS/DOTS support

  • Easy deployment into the cloud

  • SDK source included, no 3rd-party libraries

Optimization and performance

  • Per-field compression and quantization

  • Per-field sampling frequency adjustable at runtime

  • Unlimited per-field levels of detail

  • Areas of interest

Online

  • Developer portal with server and service configurator

  • Multiple regions (US East, EU Central)

  • Player accounts

  • Key-value store

  • Matchmaking

  • Ability to deploy one replication server and one simulation server per environment

  • Prometheus and Grafana integration

Coming soon

General

  • Removed reliance on Entities package

  • Performance improvements

  • WebGL / WebAssembly support

  • WebRTC support

  • Accurate SimulationFrame tracking

SDK

  • Better support for in-scene networked entities (decoupling uniqueness and persistence)

  • Support for lean pure C# clients and simulators without Unity

  • Faster input queues

  • Network Profiler

Online

  • Additional regions

  • Support for multiple simulators and replicators in a single project

  • Dashboard with usage statistics

Mid-term roadmap

  • Peer-to-peer (without replication server) with NAT punch-through

  • TCP fallback support

  • WebSockets support

  • MTU detection

  • Packet replay

  • Ability to deploy multiple simulation servers per environment

  • Player analytics

  • Additional packet compression

  • Developer portal graphs and analytics

  • Simulator authentication

Roadmap

  • JavaScript SDK

  • Unreal Engine SDK

  • Multiple replication servers per game world

  • Customer-specific serialization

  • User-space load-balancing (SDK framework)

  • Game world map with admin interface

  • Anti-cheat functionality

  • Advanced transaction logs (audit trail)

  • Schema versioning (hot updates)

Last updated 3 years ago

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