> For the complete documentation index, see [llms.txt](https://docs.coherence.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.coherence.io/0.7.4/tutorial-project/network-playground/physics.md).

# 2. Physics

## Physics

This scene will show you how to use **coherence** to sync GameObject transforms and Physics objects across the network.

In this example, each client will have its own player character to move. Left-clicking on the map will make the entity move to that location. Right-clicking will spawn local physics based objects that all player characters can interact with. Each client will only have control over its local entity.

![](/files/-MWdlaGRA0E8iTQ-4SJS)

### General Set Up

In the *Hierarchy* of the Scene you can see three core Prefabs:&#x20;

`Core Scene Setup` and `Coherence Setup` are present in all scenes and described in detail on [Start Tutorial](/0.7.4/tutorial-project/network-playground.md) page.

`Coherence Entity` is the prefab that will change per Scene with different functionality. It has a standard `CharacterController`and `Rigidbody` as well as an `Agent` script which will handle movement functionality through the `Input Manager` in the `Core Scene Setup` prefab.

`Coherence Connection Events` handles overall Scene connectivity. Additionally, it removes all Entities with `coherenceSync` from the Scene to demo disconnection/reconnection via the Interface without refreshing the Scene.

### In This Scene...

`Coherence Entity Character` (always change the prefab, not the instance) is located in the *Resources* folder. The `UnityEngine.Transform` and `position` are ticked to sync. All other settings (persistence and authority) use the default settings. This entity will be session based, no authority handover and no adoption will take place, when a client leaves.

The `On Network Instantiation` event is used to change the colour of the mesh.

The `Physics Entity Spawner` is a simple script to instantiate a `Coherence Entity Physics` Prefab with a coherenceSync component that replicates the transform and position. The component also changes the material based on if it is locally simulated or synced over the network.

![](/files/-MWd5LU_vVRoUkYFsulF)

### 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.&#x20;
