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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
  • 1.0.5
  • 1.0.4
  • 1.0.3
  • 1.0.2
  • 1.0.1
  • 1.0
  • New features and functionality
  • Changed
  • Fixed
  • Removed
  • Deprecated

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  1. Overview

Release Notes

Read about new features, important changes and fixes for version 1.0

1.0.5

Published 06.10.2023

Added

  • Extrapolation: Max Overshoot Allowed range increased to [0, 20].

  • Extrapolation: Expose stale factor (defaults to 2).

Changed

  • Highly reduced GC allocs made while serializing.

Fixed

  • WebSocket request timings.

  • OnValueSynced not triggering when the update packet came with a parenting change.

  • Shifting the floating origin now correctly shifts rigidbodies in the same frame without kicking in the physics interpolation.

1.0.4

Published 05.09.2023

Added

  • Descriptor Providers: two new properties were added to Bindings, called OverrideGetter and OverrideSetter. Setting this to true will allow you to write custom code blocks in your getters and setters, as opposed to being limited to "UnityComponent.{myCustomCode}".

  • CoherenceBridge API: TranslateFloatingOrigin(Vector3d) overload.

Fixed:

  • Floating Origin: fixed entities jittering on remote clients when Floating Origin is changed.

1.0.3

Published 11.08.2023

Added

1.0.2

Published 10.08.2023

Fixed

  • CoherenceNode: Reset on OnDisable.

  • Reset entity reference when destroying the entity.

  • Force re-cache SchemaID after writing Gathered.schema to disk.

1.0.1

Published 25.07.2023

Fixed

  • Commands: fixed trying to send a command from an inherited class that is bound in the parent class.

  • Bindings: fixed rare cases where RectTransform bindings would be reported as missing.

  • Client Connection Prefabs: fixed Client Connection instances duplication when changing Physics scene.

  • Coherence Profiler: fixed count of messages received.

  • ReplicationServerRoomsService: fixed RemoveRoom methods.

  • Optimize window rendering issue where rows would disappear.

1.0

Published 04.07.2023

Still, nothing beats Release Notes for a quick and comprehensive review of the changes, so go ahead!

Minimum supported version is now Unity 2021.3 LTS.

New features and functionality

  • Lobby Rooms

  • Unity multi-scene support

  • TCP Fallback

  • Client-hosting

  • Profiler: a coherence Profiler module for basic networking information.

  • Added support for object pooling and a default pooling implementation.

  • Protocol: added support for ordered components so parenting component changes always arrive with related position changes.

  • CloudService: non-static public API to communicate with your coherence Cloud project.

  • Samples: Explore Samples window.

  • Samples: New Connection Dialog Samples for Rooms and Worlds.

  • Enter Play Mode Options (No Domain Reload) is now fully supported.

  • CoherenceSyncConfigRegistry: Added new ScriptableObject to soft reference CoherenceSync assets in runtime and serialize how they are loaded and instantiated.

  • INetworkObjectProvider: Added runtime interface to be able to customize how CoherenceSync assets are loaded, with three default implementations (Resources, Direct Reference and Addressables)

  • INetworkObjectInstantiator: Added runtime interface to be able to customize how CoherenceSync prefabs are instantiated, with three default implementations (Default, Pooling and DestroyCoherenceSync)

  • CoherenceSyncConfigUtils: Editor public API to be able to add, delete and browse CoherenceSync assets, aswell as start or stop syncing variables via scripting.

  • CoherenceSync Objects Editor Window: New Editor window to be able to browse CoherenceSync assets, found under coherence => CoherenceSync Objects menu item.

  • UniquenessManager: Encapsulated uniqueness logic under CoherenceBridge.UniquenessManager, where you will be able to register unique IDs at runtime.

  • AuthorityManager: Encapsulated authority transfer logic under CoherenceBridge.AuthorityManager, where you will be able to send authority transfer requests without accessing the CoherenceSync directly.

  • ReplicationServerRoomsService: non-static public API to be able to create, delete and fetch rooms from self-hosted Replication Servers.

  • CoherenceSync: Rigidbody Update Mode.

  • CoherenceSync: Advanced Uniqueness Options.

  • CoherenceSync: CoherenceBridge resolver API.

  • Coherence.Editor.UploadBuildToCoherence API.

Changed

  • CoherenceSync: CoherenceSync instances are now automatically synced and unsynced with the network in the OnEnable/OnDisable methods, instead of Start/OnDestroy.

  • CoherenceSync: CoherenceSync instances can now be disabled and reused for different network entities, which allows for object pooling to happen.

  • CoherenceSync Baked Scripts: Baked scripts for CoherenceSync prefabs are no longer MonoBehaviours.

  • Uniqueness: Improved handling unique IDs for Unique CoherenceSyncs when creating serialized scene Prefab instances.

  • Updated JWT to 10.0.2.

  • Reworked AutoSimulatorConnection component.

Fixed

  • ParrelSync/symlink support: avoid read exceptions on Gathered.schema.

  • CoherenceSync: Initialization of disabled objects.

  • CoherenceSync: adding the component to a Prefab no longer deselects it.

  • Source Generator: avoid running on IDEs, to avoid IO-related exceptions.

  • Simulator Slug not being encoded correctly.

  • CoherenceNode: race condition when setting parent.

Removed

  • PrefabMapper has been removed in favor of CoherenceSyncConfigRegistry.

  • NetworkTime.Time

Deprecated

  • PlayResolver API: Play, PlayClient and PlayResolver have been deprecated in favor of CloudService API.

  • Sample UI: the old Sample UI that depended on the PlayResolver API has been deprecated in favor of the new Unity Package Samples.

  • CoherenceUUID: This Component is no longer needed and it has been deprecated, the functionality has been baked into the Editor and now works automatically. Prefabs that use this Component can stop using it.

  • CoherenceMonoBridgeSender: This Component is no longer needed and it no longer has any functionality, it can be safely removed.

  • Client Connection Prefab References: References to the Prefabs in CoherenceBridge have been deprecated. Please use CoherenceSyncConfig references instead.

Last updated 1 year ago

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Tutorial Project: Released the where you will be able to delve into more advanced aspects of how to use coherence.

There's a lot to say about hitting the coherence 1.0 milestone, so we did that in a dedicated . It also provides fuller descriptions of the highlight features that come with 1.0.

If you're updating from version 0.10, please check out our .

Campfire Tutorial Project
Upgrade Guide
blog article