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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
  • Persistence
  • Optimization by range
  • Optmizations using LOD
  • Simulators
  • Instance dungeons

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  1. Learning coherence
  2. How to network...

MMO

Last updated 2 years ago

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In most MMOs you control a character, interact with other players and group up with other players to clear dungeons. Here's a few networking considerations for anyone creating something similar.

Persistence

In a MMO the world needs to be persistent. Any given user can join and leave a world at any given time and we want their changes to be persistent. Which NPCs was killed, which treasures were looted, which items are available on the action house, etc. In order to achieve this, you need to run a in the which will make sure the world state is saved even if no players are logged in.

Optimization by range

Given that there can be a large amount of players distributed over a very large area, we don't really care about the ones in all the different areas. By not sending information about players far from the player itself, we can significantly limit the amount of data sent over the network. When using coherence you can use the to set a bounding box in which we replicate data from networked entities - anything outside of it is ignored.

Optmizations using LOD

Even within a there might be further room to optimize. When having a large amount of networked entities, you might want to prioritize those that are closer. Our solution to this is called . Using this you are able to control values such compression, value range and sample rate in order to hit the optimization sweet spot.

Simulators

To make sure that all users experience an identical game world at any given time, we need a Simulator to be responsible for taking decisions for the AI, triggering events, etc. In coherence we support launching your game with any number of taking responsibility for the various parts of your game.

Instance dungeons

A common part of all MMO's are instanced areas where a smaller group of players enters together and completes a set of tasks. It does not make much sense to run these instances as a part of the World Replication Server. The idea is that it can be possible to spin up a separate server for each group who enters such an instance. In coherence we offer this through the . This allows you to have a shared world, as well as any number of instances for a specific area for a subset of players.

World Replication Server
coherence Cloud
LiveQuery Component
LiveQuery bounding box
Level Of Detail (LOD)
Simulators
Room Replication Server