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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
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  • Community
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  • Additional information
    • Pricing
    • SLA
    • Unreal Engine support
    • Peer-to-Peer (P2P)
    • Known Issues
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On this page
  • CoherenceSync configuration
  • Persistence UUID
  • Deleting a persistent object

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  1. Persistence

Configuring persistence

Last updated 3 years ago

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CoherenceSync configuration

The CoherenceSync editor interface allows us to define the Lifetime of a networked object. The following options are available:

  • Session Based. No persistence. The entity will disappear when the client or simulator disconnects.

  • Persistent. The entity will remain on the server until a simulating client deletes it.

  • Persistent Expire. A persistent object that will be automatically deleted from backing after X seconds. These object will continue to exist as long as the replication server is active.

Persistence UUID

Persistent objects need to be identified so that the system can know how to treat duplicate persistent objects.

Setting the Auto Generate Persistence UUID flag means that each instance of this persistent object prefab is assigned a unique identifier so that each instance is considered unique.

Manually assigning a UUID means that each instance of this persistent object prefab is considered the same object regardless of where on the network it is instantiated. So, for example, if two clients instantiate the same prefab object with the same persistence UUID then only one is considered official and the other is replaced by the replication server.

Deleting a persistent object

Deleting a persistent object is done the same as with any network object - by destroying its GameObject.

Destroy(coherenceSync.gameObject);

A persistent object can be deleted only by the client or simulator that has authority over it. For indirect remote deletion, see the section about .

network commands
storage