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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
  • Archetype
  • Client
  • Client connection​
  • Client message​
  • Command
  • Component
  • Connected Entity
  • Entity
  • LiveQuery
  • LOD
  • Key-value store
  • Multi-Room Simulators
  • Protocol Code Generator
  • Replication Server
  • Rooms
  • Simulator
  • Worlds

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  1. Resources

Glossary

Archetype

Group of Components that define a type. Makes use of LODs.

Client

Allows a User to interact with the World. Connects to Replication Server.

Client connection​

An object representing a client connected to the Replication Server. Required for the client messages.

Client message​

A message sent to a client connection.

Command

Allows for sending an instruction to an Entity that may be running on a different machine.

Component

Describes a characteristic or aspect of an Entity.

Connected Entity

An Entity that is connected to another Entity through a parent-child relationship. Connected Entities are subject to their parent's LiveQuery, i.e. they are replicated only if their parent is.

Entity

A networked GameObject.

LiveQuery

Allows the Client to specify a subset of the World to receive updates from. Acts as a filter to exclude updates on less relevant Entities that could otherwise result in undesired latency.

LOD

A partial representation of an Archetype. Allows for specifying priorities of components within an Archetype.

Key-value store

The key-value store provides a simple persistence layer for the players. The key-value store matches a short key (identifier) to a specific value (data payload) held in a simple, unstructured database. There are no limits to the total number of key/value pairs as long as the total size stays under 256KB.

Multi-Room Simulators

Multi-Room Simulators are Room Simulators which are able to simulate different Game Rooms at the same time.

Protocol Code Generator

Generates the client schema source file (e.g. schema.cs) that automatically handles serialization/deserialization of networked GameObjects and commands.

Replication Server

Replicates the state of the world to the connected Clients and Simulators.

Rooms

Short-lived multiplayer environments for dozens of players. Perfect for quick session-based matches.

Simulator

Responsible for simulating a subset of the Game World. Connects to Replication Server through which the state gets replicated to Clients.

Worlds

Long-lived and permanent multiplayer environments for thousands of players. Best suited for MMO types of games.

Last updated 2 years ago

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