LogoLogo
⚠️ Outdated documentationGo to LatestHomeAPI
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
Powered by GitBook
On this page
  • ParrelSync
  • Best practice
  • Building an executable
  • Multiplayer Play Mode

Was this helpful?

Export as PDF
  1. Get started
  2. Local Development

Tips and Recommendations

Quicker iteration during development

Last updated 1 year ago

Was this helpful?

When developing multiplayer experiences you will need to run multiple instances of your game in order to test properly. You also need to make sure these instances can be restarted quickly, so you can iterate quickly.

coherence does not have a built-in solution for multiclient testing, but there are several options available to you, each with their own benefits and drawbacks.

ParrelSync

ParrelSync is an open-source project which allows you to have multiple Editors open which share Assets and ProjectSettings using Symbolic links.

Benefits

  • Short iteration times.

  • Easily debuggable instances.

Drawbacks

  • Requires you to have multiple Editors open.

Caveats

  • All instances of the game must have identical schemas, which are NOT shared using ParrelSync. That means you need to bake on all open Editors. Setting Auto Bake on Enter Play Mode to true in coherence Settings will alleviate this issue.

  • EditorPrefs are not consistently shared between Editors.

Best practice

  • First, install the ParrelSync package as described in the .

  • Open ParrelSync -> Clones Manager. Create a new clone, and open it.

  • Continue development in the original Editor.

  • When you need to test, do the following for all open Editors: Bake, press play. Alternatively you can set Auto Bake on Enter Play Mode to true.

Building an executable

The easiest method is to simply create a new build each time you want to test anything. You can launch any number of instances of that build, and have an instance running in the Editor as well.

Benefits

  • Easy to distribute amongst team members.

  • Well-understood workflow.

Drawbacks

  • Long iteration time as you need to continuously make builds.

  • Harder to debug the executables.

Caveats

  • All instances of the game must have identical schemas, so remember to bake before building the executable.

Multiplayer Play Mode

Unity has an experimental package called Multiplayer Play Mode (MPPM) available for 2023.1. As this is currently experimental, we do not officially recommend it - but it does show some promise and should be mentioned. This package allows a single Editor to run several instances of a game.

Benefits

  • Short iteration times.

  • No issues with schema incompatibility.

Drawbacks

  • Experimental.


Installation Instructions
MPPM Info