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SDK 0.9
SDK 0.9
  • Welcome
  • Overview
    • What is coherence?
    • How does coherence work?
    • Features and Roadmap
    • Rooms and Worlds
    • Requirements
    • Release Notes
  • Get Started
    • Install coherence
    • Scene setup
    • Prefab setup
    • Baking and code generation
    • Build and run
    • Create a free account
    • Deploy Replication Server
    • Share builds
    • Troubleshooting
  • Authority and communication
    • How authority works
    • Authority transfer
    • Commands
    • Simulation frame
    • Client connections
    • Server-authoritative setup
    • GGPO
    • Animations
    • Value sync callbacks
  • Persistence
    • Overview
    • Configuring persistence
    • Storage
    • Example – a global counter
  • Optimization
    • Overview
    • Simulation frequency
    • Areas of interest
    • Level of detail
    • Interpolation
  • Connected entities
    • Overview
    • Entity references
    • Parent-child relationships
    • CoherenceNode
  • Simulators
    • Overview
    • Client vs Simulator logic
    • Build and deploy
    • Simulator load balancing
    • Room Simulators
    • Multi-Room Simulators (advanced)
    • 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
    • coherence SDK
      • CoherenceSync
      • MonoBridge
      • LiveQuery
      • Level of detail
      • 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 in schemas
  • Resources
    • Downloads
    • SDK update guide
    • Video tutorials
    • Order of execution
    • Glossary
    • CLI utilities
    • Simulator CLI arguments
    • Helper scripts
    • Troubleshooting
    • Continuous Integration setup
  • Community
    • Community
  • Additional information
    • Pricing
    • SLA
    • Unreal Engine support
    • WebGL
    • Peer-to-Peer (P2P)
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  1. Connected entities

Overview

Last updated 2 years ago

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Sometimes you want to synchronize Entities that are connected to other Entities. These relationships can be references between Entities, but they can also involve direct parent-child relationship between game objects, or more nuanced use cases.

Here's a guide for what technique to use, depending on the situation:

  • If you have an Entity that needs to keep a nullable reference to another Entity, use a normal . This includes any existing MonoBehaviour that has GameObject or Transform fields that you want to synchronize over the network.

  • If the Entities are placed in a hierarchy, use the techniques for .

Entity reference
parent-child relationships