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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
  • Scenes
  • Core scene setup
  • coherence Setup
  • coherenceSync (on coherence Entity Prefab)

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  1. Tutorial project

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Last updated 2 years ago

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The Network Playground project is a series of scenes with different features of coherence for you to pick through and learn.

They will teach you the fundamentals that should set you on your way to creating a multiplayer game.

Scenes

Each Scene in this Network Playground Project shows you something new:

  • Scene 1. Synchronizing Transforms

  • Scene 2. Physics

  • Scene 3. Persistence

  • Scene 4. Synchronizing Animations and Custom Variables

  • Scene 5. AI Navigation

  • Scene 6. Commands

  • Scene 7. Team based

  • Scene 8. Connected Entities

Each scene also comes with a few helpful core components.

Core scene setup

This Prefab stores all the generic things that make up these simple scenes.

  • Main Camera

  • Global Volume

  • Directional Light

  • Environment (Ground, Walls, etc.)

  • Navigation Interface

    • To move between the scenes without having to enter and exit Play Mode, useful when testing the standalone build.

  • Input Manager

    • Input Manager that uses Raycasting to send a message to the GameObject (with a collider) that it hit.

coherence Setup

This Prefab includes all of the things that make coherence work.

  • Interface

    • Canvas UI that handles Connection/Disconnection dialog and what address to connect.

  • Event System

    • Event system to interact with any UI in the scene.

  • coherence Live Query

  • coherence Mono Bridge

    • GameObject/Component to transform the Mono based CoherenceSync component to archetypes so all data can be processed as ECS code.

coherenceSync (on coherence Entity Prefab)

We use this component on anything that we require to be networked, whether this is a playable character, NPC (non playing character), an object (ball, weapon, banana, car, plant, etc.) or any Game/Input Managers that require to sync data between Clients/Simulators/Servers.

Game Object/Component with a query radius that coherence uses to ask the server "What is happening in the query radius?" so it does not query unnecessarily big areas of large worlds. You can find more information

It scans the inspector for attached components and allows us to sync those component values (as long as they are public) and communicate them to other Clients. It also allows us to configure individual Prefabs' persistent, authoritative and network connect/disconnect settings. There's much more information on the page.

CoherenceSync
here.