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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
  • Setup video tutorial
  • Step by step
  • 1. Add a CoherenceBridge
  • 2. Add a LiveQuery
  • 3. Add a Connect Dialog UI
  • Using the coherence Hub window

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  1. Get started

Scene Setup

Last updated 1 year ago

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It's quick and easy to set up a networked scene from scratch using the coherence SDK.

Setup video tutorial

The topics of this page are covered in the first minute of this video:

Step by step

Preparing a scene for network synchronization requires to add three fundamental objects:

1. Add a CoherenceBridge

coherence > Scene Setup > Create CoherenceBridge

This object takes care of connected GameObject lifetimes and allows us to develop using traditional MonoBehaviour scripts.

2. Add a LiveQuery

coherence > Scene Setup > Create LiveQuery

You don't have to define a range for the LiveQuery. Leaving the range to 0 means that the range is infinite, so nothing is filtered out.

3. Add a Connect Dialog UI

coherence > Explore Samples

A Connect dialog UI provides an interface to the player to connect to the Replication Server, once the game is played. You can create your own connection dialog, but we provide a few samples as a quick way to get started.

Using the coherence Hub window

Using the coherence Hub window gives you an overview of everything related to networking in your project. The Overview tab will show you the current status and which actions you need to perform for everything to work.

To open it, go to coherence > coherence Hub

Creates a which queries the area around the local player to get the required information from the Replication Server. You can surround your entire scene in one query or can attach it to an object such as the player or a camera.

If you're unsure about which dialog to add, choose Rooms for now. You can read more about .

The connection dialog samples we provide are here for you to completely customize, you can read more in the section dedicated to .

LiveQuery
Rooms and Worlds
Samples