1. Transforms

Transforms

Welcome to the first scene of the coherence Network Playground. This scene will show you how easy it is to set up networking in your Unity project and sync GameObject transforms across the network.

In this example, each client will have a player character to move by clicking on the map to make the entity move to that location. Each client will only have control of its local entity.

General Set Up

In the Hierarchy of the Scene you can see three core Prefabs.

Core Scene Setup and Coherence Setup are present in all (Network Playground) Scenes and described in detail on Start Tutorial page.

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

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 color of the mesh and recalculate the RigidBody collisions. That's it.

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.

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