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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
  • Transforms
  • General setup
  • In this scene...
  • Build and try

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  1. Tutorial project
  2. Start Tutorial

1. Transforms

Last updated 2 years ago

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Transforms

Welcome to the first scene of the coherence Network Playground. This scene will show you how easy it is to set up networking in your Unity project and sync GameObject transforms across the network.

In this example, each Client will have a player character to move by clicking on the map to make the Entity move to that location. Each Client will only have control of its local Entity.

General setup

In the Hierarchy of the Scene you can see three core Prefabs.

Coherence Entity Character is the Prefab that will change per Scene with different functionality. It has a standard CharacterControllerand Rigidbody as well as an Agent script which will handle movement through the Input Manager in the Core Scene Setup Prefab.

In this scene...

Coherence Entity Character (remember to always change the Prefab, not the instance) is located in the Resources folder. The UnityEngine.Transform and position are ticked to sync. All other settings (persistence and authority) use the default settings. This Entity will be session-based, no authority handover and no adoption will take place, when a Client leaves.

The On Network Instantiation event is used to change the color of the mesh and recalculate the RigidBody collisions. That's it.

Build and try

You can build this scene via the Build Settings. Run the local Replication Server through the Window > Coherence > Settings window and see how it works. You can try running multiple Clients rather than just two and see how the replication works for each of them.

Core Scene Setup and Coherence Setup are present in all (Network Playground) Scenes and described in detail on page.

Start Tutorial