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SDK 0.5.2
SDK 0.5.2
  • 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 replication server
    • Share builds
  • Authority and communication
    • How authority works
    • Authority transfer
    • Commands
    • Client messages
    • 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
    • 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 Teams (draft)
  • Game Services
    • Game account
    • Key-value store
    • Matchmaking
  • Developer Portal
    • Overview
    • Dashboard
    • Resource Usage
    • Replicator and Simulator Configuration
    • Enabling Game Services
  • API reference
    • Network SDK
      • CoherenceSync
      • MonoBridge
      • LiveQuery
      • Archetype
      • Sample UI
      • Settings Window
      • Custom Bindings
    • Cloud API
      • API tokens and keys
      • Server discovery
      • Game account
      • Key-value store
      • Matchmaking
    • Replication Server
    • Simulation Server
  • Schema reference
    • Overview
    • Specification
    • Field Settings
    • Archetypes and LOD-ing
  • Resources
    • Downloads
    • SDK Update Guide
    • Video Tutorials
    • Glossary
    • CLI Utilities
    • Helper Scripts
    • Troubleshooting
  • Community
    • Discord
  • Additional information
    • Pricing
    • SLA
    • Unreal Engine support
    • WebGL
    • Peer-to-Peer (P2P)
    • Known Issues
    • Changelog
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  • Global simulator frequency
  • Per-component frequency limitation

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  1. Optimization

Simulation frequency

If we don't do any special configuration, entity data is captured at the highest possible frequency and sent to the replication server. This often generates more data than is needed to efficiently replicate the entity's state across the network.

Global simulator frequency

On a simulator, we can limit the framerate globally using Unity's built-in static variable targetFrameRate.

Application.targetFrameRate = 10;

coherence will automatically limit the target framerate of uploaded simulators to 30 frames per second. We plan to enable lifting this restriction in the future. Check back for updates in the next couple of releases.

Per-component frequency limitation

Components can have their own maximum simulation framerates. These can be defined at runtime by adding a Set[ComponentName]Frequency component to the entity.

var entity = coherenceSync.LinkedEntity;

if(entity != Entity.Null)
{
    EntityManager.AddComponentData(entity, 
        new SetWorldPositionFrequency 
        { 
            samplingFrequency = 3.0f 
        }
    );
}

In the future, you will be able to define entity simulation frequencies in the schema as well.

Last updated 4 years ago

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