Client vs. simulator logic

When scripting simulators, we need mechanisms to tell them apart.

Am I a simulator?

Ask Coherence.SimulatorUtility.IsSimulator.

using Coherence;

if (SimulatorUtility.IsSimulator)
{
    // I'm a simulator!
}

There are a few ways you can tell coherence if the instance should behave as a simulator:

  • Specifying a ConnectionType when connecting via Coherence.Network.Connect.

  • COHERENCE_SIMULATOR preprocessor define.

  • --coherence-simulation-server command-line argument.

  • Toggling on Simulator in the sample connection dialog.

Connect and ConnectionType

The Connect method on Coherence.Network accepts a ConnectionType parameter.

using Network = Coherence.Network;
using ConnectionType = Replication.Client.Unity.Ecs.ConnectionType;

public class ConnectAsSimulator : MonoBehaviour
{
    void Start()
    {
        if (Network.Connect("127.0.0.1:32001", ConnectionType.Simulator))
        {
            // Connection successful
        }
        else 
        {
            // Connection failed
        }
    }
}

COHERENCE_SIMULATOR

#if COHERENCE_SIMULATOR

// simulator-specific code

#endif

Whenever the project compiles with the COHERENCE_SIMULATOR preprocessor define, coherence understands that the game will act as a simulator.

Command-line argument

Launching the game with --coherence-simulation-server will let coherence know that the loaded instance must act as a simulator.

Server-side simulation

You can define who simulates the object in the CoherenceSync inspector.

Auto-reconnect

The sample UI provided includes auto-reconnect behaviour out of the box for simulators. The root GameObject has an AutoReconnect component attached to it.

If you need a different solution, take a look at its implementation use plug your own.

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