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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
  • Archetype
  • Client
  • Command
  • Component
  • ECS
  • Entity
  • Event
  • Live Query
  • LOD
  • Protocol Code Generator
  • Replication Server
  • Simulator

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  1. Resources

Glossary

Archetype

Group of Components that define a type. Makes use of LODs.

Client

Allows a User to interact with the World. Connects to Replication Server.

Command

Allows for sending an instruction to an Entity that may be running on a different machine.

Component

Part of ECS. Describes a characteristic or aspect of an Entity.

ECS

Stands for Entity Component System. An entity system where entities are made of components.

Entity

An instance of an Archetype. Part of ECS.

Event

Allows for signalling that something of significance has occurred allowing interested listeners to act on it.

Live Query

Allows the Client to specify a subset of the World to receive updates from. Acts as a filter to exclude updates on less relevant entities that could otherwise result in undesired latency.

LOD

A partial representation of an Archetype. Allows for specifying priorities of components within an Archetype.

Protocol Code Generator

Generates the client schema source file (e.g. schema.cs) that automatically handles serialization/deserialization of an ECS world, commands, and events.

Replication Server

Replicates the state of the world to the connected Clients and Simulators.

Simulator

Responsible for simulating a subset of the game world. Connects to Replication Server through which the state gets replicated to Clients.

Last updated 4 years ago

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