# Parent-child relationships

### Overview

Objects with the `CoherenceSync` component can be connected to other `CoherenceSync` components with a parent-child relationship. For example, an object can be linked to a hand, a hand to an arm, and the arm to a spine.

{% hint style="info" %}
When and object has a parent in the network hierarchy, its transform (**position** and **orientation**) will update in **local space**, which means its transform is relative to the parent's transform.
{% endhint %}

{% hint style="warning" %}
A child object will only be visible in a LiveQuery if its parent is within the query's boundaries.&#x20;
{% endhint %}

### Usage

Creating an entity hierarchy is very simple. All you need to do is to add a GameObject with a `CoherenceSync`component as a direct child of another GameObject with a `CoherenceSync`component.  **You can add and remove parent-child relationships at runtime (even from the editor).**

### **Hierarchies with intermediary transforms**

Sometimes, it is not practical to add `CoherenceSync`objects to all the links in the chain. For example, if a weapon is parented to a hand controlled by an Animator, we do not need to synchronize the entire skeleton over the network. **We will provide a helper script for such cases**.


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