2. Physics
Last updated
Last updated
This scene will show you how to use coherence to sync GameObject transforms and Physics objects across the network.
In this example, each client will have its own player character to move. Left-clicking on the map will make the entity move to that location. Right-clicking will spawn local physics based objects that all player characters can interact with. Each client will only have control over its local entity.
In the Hierarchy of the Scene you can see three core Prefabs:
Core Scene Setup
and Coherence Setup
are present in all scenes and described in detail in Exploring the Network Playground.
Coherence Entity
is the prefab that will change per Scene with different functionality. It has a standard CharacterController
and Rigidbody
as well as an Agent
script which will handle movement functionality through the Input Manager
in the Core Scene Setup
prefab.
Coherence Connection Events
handles overall Scene connectivity. Additionally, it removes all Entities with coherenceSync
from the Scene to demo disconnection/reconnection via the Interface without refreshing the Scene.
Coherence Entity Character
(always change the prefab, not the instance) is located in the Resources folder. The UnityEngine.Transform
and position
are ticked to sync. All other settings (persistence and authority) use the default settings. This entity will be session based, no authority handover and no adoption will take place, when a client leaves.
The On Network Instantiation
event is used to change the colour of the mesh.
The Physics Entity Spawner
is a simple script to instantiate a Coherence Entity Physics
Prefab with a coherenceSync component that replicates the transform and position. The component also changes the material based on if it is locally simulated or synced over the network.
You can build this Scene via the Build Settings. Run the local Replication Server through the Window -> Coherence -> Settings window and see how it works. You can try running multiple clients rather than just two and see replicating for each.