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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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On this page
  • Scenes
  • Core Scene setup
  • Coherence Setup
  • coherenceSync (on coherence Entity Prefab)

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  1. Tutorial project

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Last updated 3 years ago

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The Network Playground project is a series of scenes with different features of coherence for you to pick through and learn.

They will teach you the fundamentals that should set you on your way to creating a multiplayer game.

Scenes

Each Scene in this Network Playground Project shows you something new:

  • Scene 1. Synchronizing Transforms

  • Scene 2. Physics

  • Scene 3. Persistence

  • Scene 4. Synchronizing Animations and Custom Variables

  • Scene 5. AI Navigation

  • Scene 6. Commands

  • Scene 7. Team based

  • Scene 8. Connected Entities

Each scene comes with a few helpful core components.

Core Scene setup

This Prefab stores all the generic things that make up these simple Scenes.

  • Main Camera

  • Global Volume

  • Directional Light

  • Environment (Ground, Walls etc)

  • Navigation Interface

    • To move between the Scenes without having to enter and exit playmode, useful when testing the standalone build.

  • Input Manager

    • Input Manager that uses Raycasting to send a message to the GameObject (with a collider) that it hit.

Coherence Setup

This Prefab includes all of the things that make coherence work.

  • Interface

    • Canvas UI that handles Connection/Disconnection dialog and what address to connect.

  • Event System

    • Event system to interact with any UI in the scene.

  • coherence Live Query

  • coherence Mono Bridge

    • GameObject/Component to transform the Mono based CoherenceSync component to archetypes so all data can be processed as ECS code.

coherenceSync (on coherence Entity Prefab)

We use this component on anything that we require to be networked, whether this is a playable character, NPC (non playing character), an object (ball, weapon, banana, car, plant etc) or any Game/Input Managers that require to sync data between Clients/Simulators/Servers.

Game Object/Component with a query radius that coherence uses to ask the server "What is happening in the query radius?" so it does not query unnecessarily big areas of large worlds. You can find more information

It scans the inspector for attached components and allows us to sync those component values (as long as they are public) and communicate them to other clients. It also allows us to set individual Prefabs persistent, authoritative and network connect/disconnect settings. There's much more information on the page

CoherenceSync
here.