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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
  • Scenes
  • Core Scene SetUp
  • Coherence Setup
  • coherenceSync (on coherence Entity Prefab)

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  1. Tutorial project

Start Tutorial

Last updated 4 years ago

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The Network Playground project is a series of scenes with different features of coherence for you to pick through and learn.

They will teach you the fundamentals that should set you on your way to creating a multiplayer game.

Scenes

Each Scene in this Network Playground Project shows you something new:

  • Scene 1. Synchronizing Transforms

  • Scene 2. Physics

  • Scene 3. Persistence

  • Scene 4. Synchronizing Animations and Custom Variables

  • Scene 5. AI Navigation

  • Scene 6. Network Commands

  • Scene 7. Network Events

Each scene comes with a few helpful core components.

Core Scene SetUp

This Prefab stores all the generic things that make up these simple Scenes.

  • Main Camera

  • PostFX Volume

  • Directional Light

  • Environment (Ground, Walls etc)

  • Navigation Interface

    • To move between the Scenes without having to enter and exit playmode, useful when testing the standalone build.

  • Input Manager

    • Input Manager that uses Raycasting to send a message to the GameObject (with a collider) that it hit.

Coherence Setup

This Prefab includes all of the things that make coherence work.

  • Interface

    • Canvas UI that handles Connection/Disconnection dialog and what address to connect.

  • Event System

    • Event system to interact with any UI in the scene.

  • Coherence Live Query

  • Coherence Mono Bridge

    • GameObject/Component to transform the Mono based coherenceSync component to archetypes so all data can be processed as ECS code.

coherenceSync (on coherence Entity Prefab)

We use this component on anything that we require to be networked, whether this is a playable character, NPC (non playing character), an object (ball, weapon, banana, car, plant etc) or any Game/Input Managers that require to sync data between Clients/Simulators/Servers.

Game Object/Component with a query radius that coherence uses to ask the server "What is happening in the query radius?" so it does not query unnecessarily big areas of large worlds. You can find more information

It scans the inspector for attached components and allows us to sync those component values (as long as they are public) and communicate them to other clients. It also allows us to set individual Prefabs persistent, authoritative and network connect/disconnect settings. There's much more information on the

here.
coherenceSync Fundamentals page