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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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On this page
  • Setup video tutorial
  • 1. Add MonoBridge
  • 2. Add LiveQuery - hierarchy
  • 3. Add the sample UI
  • Using the coherence Hub window
  • Automatic issue solving

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  1. Get Started

Scene setup

Last updated 2 years ago

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Setup video tutorial

It's quick and easy to set up a networked scene from scratch using the coherence SDK. This example will show you the basic steps to sync up some moving characters.

Add these components to your scene to prepare it for network synchronization.

1. Add MonoBridge

coherence > Scene Setup > Create MonoBridge

This object takes care of connected GameObject lifetimes and allows us to develop using traditional MonoBehaviour scripts.

2. Add LiveQuery - hierarchy

coherence > Scene Setup > Create LiveQuery

3. Add the sample UI

coherence > Scene Setup > Add Sample UI

Creates a Canvas (and Event System if not already present in the scene) with a sample UI that helps you connect to a local or remote Replication Server. You can create your own connection dialog, this one is just a quick way to get started.

Using the coherence Hub window

Using the coherence Hub window gives you an overview of everything related to networking in your project. The Overview tab will show you the current status and which actions you need to perform for everything to work.

coherence > coherence Hub

Automatic issue solving

If we have identified any issues in your project, the Overview tab provides a one-click solution to solving it. In the example below, simply click the error icon (that's the red icon with an exclamation mark in it) and coherence will solve the issue for you.

Creates a which queries the area around the local player to get the required information from the Replication Server. You can surround your entire scene in one query or can attach it to an object such as the player or a camera.

LiveQuery
Set the radius of the LiveQuery
Finding and solving issues