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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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On this page
  • Animation & Variables
  • General Set Up
  • In This Scene...
  • Build and Try

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  1. Tutorial project
  2. Start Tutorial

4. Animation and Variables

Last updated 3 years ago

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Animation & Variables

This scene will show you how easy it is to set up Networking in your Unity project and sync GameObject transforms, animations via the Animator parameters and customer variables.

In this example, each client will have its own player character to move, the beloved Unity RobotKyle asset. Type your name into the connect dialog box and connect. You can move around with WASD. When another player connects, their name is carried across and their transform and animation state is replicated.

General Set Up

In This Scene...

Coherence Kyle is taken from the Unity asset "Robot Kyle", with added components Rigidbody, Character Controller, and Animator with the two animation states - Idle and Walk. The animation states are controlled by a speed parameter from the Agent script. The scene also contains a Name Badge script which gets the Connect Dialog GameObject from the Core Scene Setup and sets the color depending if it's local or networked.

Attached to Coherence Kyle is a coherenceSync component which replicates the parametersTransform; position and rotation, Animator; Speed[float] and NameBadge; Name [string]. The authority and persistence settings are set to their default values and the On Network Instantiation event is used to change the color of the networked entities.

Build and Try

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.

In the Hierarchy of the scene you can see the two core prefabs Core Scene Setup and Coherence Setup. Both are present in all scenes and described in detail on page.

You can read more about synchronizing animations on the section.

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Animations