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SDK 1.0
SDK 1.0
  • Welcome
  • Overview
    • What is coherence?
    • How does coherence work?
    • Rooms and Worlds
    • Features and Roadmap
    • Release Notes
    • Known Issues and Troubleshooting
  • Learning coherence
    • Beginner's Guide to Networking Games
    • First Steps tutorial
      • 1. Basic syncing
        • 1.2. Animation parameters
        • 1.3. Sending commands
      • 2. Physics / Authority transfer
      • 3. Areas of interest
      • 4. Parenting entities
      • 5. Complex hierarchies
      • 6. Persistence
    • Campfire project
      • Game mechanics
      • Leveraging object pooling
      • Remote interactions: Chairs
      • Remote interactions: Trees
      • A unique object with complex state
      • Custom instantiation and destruction
      • Running a server-side NPC
      • Playing audio and particles
      • A simple text chat
    • How to network...
      • Racing
      • Turn-based
      • First-Person Shooter
      • MMO
      • Fighting
  • Get started
    • Installation
    • Scene Setup
      • Samples
    • Prefab Setup: CoherenceSync
    • Local Development
      • Tips and Recommendations
    • coherence Cloud
      • Create a Free Account
      • Deploy a Replication Server
      • Share Builds
  • coherence SDK for Unity
    • Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • Order of execution
    • Asset Management
      • Using CoherenceSyncConfig to instantiate GameObjects locally
      • CoherenceSyncConfigRegistry Save Modes
    • Networking State Changes
      • Messaging with Commands
      • Hierarchies & Child Objects
        • Child GameObjects
        • Child CoherenceSyncs
        • Deep Child CoherenceSyncs
      • Animations
      • CoherenceSync References
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Supported Types
      • Creating your own syncable member
    • Baking (Code Generation)
    • Scene Management
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Example – a global counter
    • Optimization
      • Simulation Frequency
      • Areas of Interest
      • Level of Detail (LOD)
    • Profiling
    • Interpolation
    • Rigid Bodies
    • Settings
    • Simulation Frame
    • Replication Server
    • Simulators
      • Scripting: Client vs Simulator
      • Local Development
      • World Simulators
      • Room Simulators
      • Simulator Slugs
      • Multi-Room Simulators
      • Build and Publish
      • Command-line arguments
      • Load Balancing
    • Client-Hosting
    • Client Connections
    • Rollback Networking Support
    • World Origin Shifting
    • CLI
    • Upgrading Unity SDK
      • Upgrading to coherence Unity SDK 1.0.0
      • Upgrading to coherence Unity SDK 0.9.0
  • coherence Cloud
    • Developer Portal
    • Dashboard
    • Worlds
    • Rooms
    • Lobbies
    • Game Services
      • Account
      • Key-Value Store
    • Using coherence Cloud in Unity
      • Worlds
      • Rooms
      • Lobbies
      • Game Services
        • Authentication Service (Player Accounts)
        • Key-value store
  • Schema explained
    • Overview
    • Specification
    • Field settings
    • Archetypes
  • coherence Scripting API
  • Additional resources
    • Community
    • Quick Samples
    • Continuous Integration
    • Unreal Engine Support
    • WebGL Support
    • Peer-to-Peer Support (P2P)
    • Pricing
    • SLA
    • Glossary
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On this page
  • LiveQueries
  • Adding a LiveQuery to the scene
  • Moving a LiveQuery
  • TagQueries

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  1. coherence SDK for Unity
  2. Optimization

Areas of Interest

Last updated 1 year ago

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LiveQueries

The way Clients get information about the world is through LiveQueries. They are a tool to specify what part of the world a Client is interested in at each given moment: in other words, they define an area of interest. That way, the Replication Server won’t send information about everything that is going on in the Game World everywhere, at all times.

Instead, they will just get information about what’s within a certain area, kind of like moving a torch to look around in a dark cave.

Using LiveQueries is compulsory! Without at least one LiveQuery in the scene, no entities will be updated.

Adding a LiveQuery to the scene

A LiveQuery is a cube that defines the area of interest in a particular part of the World. It is defined by its position and its extent (half the side of the cube). There can be multiple LiveQueries in a single scene.

Moving a LiveQuery

A classic approach is to put a LiveQuery on the camera and set the extent to correspond to the far clipping plane or visibility distance.

Moving the GameObject containing the LiveQuery will also notify the Replication Server that the query for that particular Game Client has moved.

TagQueries

In addition to the LiveQuery, coherence also supports defining interest with tags. This is useful when you have some special objects that should always be visible regardless of their position.

To add a TagQuery, simply add it to a GameObject like any regular component.

Object tags and the tag requested by a TagQuery can be updated at any time while the application is running, either from the Unity Inspector or by setting CoherenceSync.coherenceTag and CoherenceTagQuery.coherenceTag with code.

Currently, only one single tag per GameObject and TagQuery is supported.

To include objects with different tags, you can create multiple TagQuery objects for each tag.

In the future, we plan to integrate TagQueries with LiveQueries allowing combined query restrictions, e.g., only show objects with tag "red" within an extent of 50.

All networked GameObjects with matching tags will now be visible to the Client. This coherence tag is not related to the Unity concept of , and can be a string of any value. It can be configured in the Advanced Settings section of the CoherenceSync component.

Queries can also be used for cheat prevention, see for more information.

Tags
Server authoritative setup