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SDK 0.7.4
SDK 0.7.4
  • Welcome
  • Overview
    • What is coherence?
    • How does coherence work?
    • Features and Roadmap
    • Rooms and Worlds
    • 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 / Messages
    • Client messages
    • Server-side and input queues
    • Input prediction and rollback
    • 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
    • CoherenceNode
  • Simulators
    • Overview
    • Client vs. simulator logic
    • Build and deploy
    • Simulator load balancing
    • Room Simulators
    • World Simulators
    • Simulator Slugs
    • Testing Simulators Locally
  • 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. Team based
      • 8. Connected Entities
  • Game Services
    • Game account
    • Key-value store
    • Matchmaking
  • Developer Portal
    • Overview
    • Dashboard
    • Enabling Game Services
    • Configure Rooms
    • Manage Worlds
  • API reference
    • Network SDK
      • CoherenceSync
      • MonoBridge
      • LiveQuery
      • Archetype
      • Sample UI
      • Settings Window
      • Custom Bindings (Advanced)
      • PlayResolver
      • Rooms
      • Worlds
    • Cloud API
      • API tokens and keys
      • 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
    • Simulator CLI arguments
    • Helper Scripts
    • Troubleshooting
  • Community
    • Discord
  • Additional information
    • Pricing
    • SLA
    • Unreal Engine support
    • WebGL
    • Peer-to-Peer (P2P)
    • Known Issues
    • Changelog
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  • Rooms
  • Worlds
  • Rooms and Worlds Work Together

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  1. Overview

Rooms and Worlds

coherence provides two types of online replication services: Rooms and Worlds. Read about the different uses cases for each

Last updated 3 years ago

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Rooms

Rooms are best for session-based gameplay where the match between players takes place in a short-lived environment.

Use Case

A good example is a first person shooter multiplayer match. The match takes place between two teams in a single game session, and players enter through a lobby and matchmaking. When the match is concluded, the multiplayer environment the match took place in is closed and players return to a lobby.

This is one example of how Rooms can be used, but it is by no means the only use case. The important distinction between Rooms and Worlds (see below) is that Rooms are relatively short-lived and are meant to be created and closed by the game client through the coherence SDK.

See .

Worlds

Worlds, as opposed to Rooms, are long-lived and permanent multiplayer environments provided by coherence. Using the Developer Portal, your project will easily define and manage your World configurations.

See .

Use Case

A good example of a World is a permanent environment for an Massively Multiplayer Game (MMO). Regardless of the number of players connected, the environment is always available, and players can connect and disconnect at will.

Entities can be permanently saved in the world so that even if there are no active connections, they are persisted when players do connect.

See .

Rooms and Worlds Work Together

Your project does not have to choose one-or-the-other. A project in coherence can contain both World and Rooms.

Use Case

A good example of this scenario is again, our MMO. Although players connect to a permanent and persistent World, they may enter a dungeon instance with other players. These dungeon instances can be Rooms.

The primary difference in the configuration and usage of Room and Worlds is that Worlds are managed in the Developer Portal, whereas Rooms are created and managed through the SDK.

Rooms API
Manage Worlds
Worlds API