When scripting simulators, we need mechanisms to tell them apart.
Ask Coherence.SimulatorUtility.IsSimulator
.
There are two ways you can tell coherence if the game build should behave as a simulator:
COHERENCE_SIMULATOR
preprocessor define.
--coherence-simulation-server
command-line argument.
Connect
and ConnectionType
The Connect
method on Coherence.Network
accepts a ConnectionType
parameter.
Whenever the project compiles with the COHERENCE_SIMULATOR
preprocessor define, coherence understands that the game will act as a simulator.
Launching the game with --coherence-simulation-server
will let coherence know that the loaded instance must act as a simulator.
You can supply additional parameters to a simulator that define its area of responsibility, e.g. a sector/quadrant to simulate entities in and take authority over entities wandering into it.
You can also build a special simulator for AI, physics, etc.
You can define who simulates the object in the CoherenceSync inspector.
Automatic simulator adoption of CoherenceSync objects is work in progress and will be available in one of the future releases of coherence.
The sample UI provided includes auto-reconnect behaviour out of the box for room and world based simulators. The root GameObject has AutoReconnect components attached to it.
Multi-room simulators have their own per-scene reconnect logic. The AutoReconnect components should not be enabled when working with multi-room simulators.
If the simulator is invoked with the --coherence-play-region
parameter, AutoReconnect will try to reconnect to the server located in that region.