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Sometimes you want to synchronize data outside of the current GameObject.
Out of the box, coherence offers you coherence offers you several options to synchronize data from your CoherenceSync objects' hierarchy:
Child GameObjects: when you need to network data directly from other GameObjects.
Child CoherenceSyncs: when you create a parent-child relationship of CoherenceSync objects at runtime.
Deep Child CoherenceSyncs: when you create a complex parent-child relationship of CoherenceSync objects at runtime.
The CoherenceSync
component will help you prepare an object for network synchronization. It also exposes an API that allows us to manipulate the object during runtime.
CoherenceSync
will query all public variables and methods on any of the attached components, for example Unity components such as Transform
, Animator
, etc. This will include any custom scripts, including third-party Asset Store packages that you may have downloaded.
Refer to the page to learn how to configure your Prefab to network state changes.
Binding to variables and methods within the hierarchy
When you have the Configure window open, it will show the variables, methods and component actions available for synchronization for your currently selected GameObject.
If the Prefab that you are configuring has a hierarchy, you can synchronize variables, methods and component actions for any of the child GameObjects within the hierarchy.
To do so, open the Prefab in Prefab Mode by clicking the Open Prefab option in the inspector. This will allow you to select any of the GameObjects that belong to the hierarchy, the Configure window will be updated automatically, showing you everything that is available to be synchronized.
To edit child GameObjects, make sure you click on them in the hierarchy. A Configuration window will pop up.
CoherenceSync direct parent-child relationships
Objects with the CoherenceSync
component can be connected to other objects with CoherenceSync
components to form a parent-child relationship. For example, an object can be linked to a hand, a hand to an arm, and the arm to a spine.
When an object has a parent in the network hierarchy, its transform (position and orientation) will update in local space, which means its transform is relative to the parent's transform.
A child object will only be visible in a LiveQuery if its parent is within the query's boundaries.
Creating an Entity hierarchy is very simple. All you need to do is add a GameObject with a CoherenceSync
component as a direct child of another GameObject with a CoherenceSync
component. You can add and remove parent-child relationships at runtime (even from the editor).
Destruction or disconnection of the parent object will also destroy and remove all children of this object. Those objects' state needs to be treated on the Client side to be reinstantiated on the next connection.
Sometimes, it is not practical to add CoherenceSync
objects to all the links in the chain. For example, if a weapon is parented to a hand controlled by an Animator, we do not need to synchronize the entire skeleton over the network. In that case, see CoherenceNode.
If the child object is using LODs, it will base its distance calculations on the world position of its parent. For more details, see the Level of detail documentation.
When the parent CoherenceSync
is destroyed, by default its CoherenceSync
children get destroyed together with it. This can be changed via the Preserve Children option on the parent:\
When the Preserve Children option is enabled, destroying the parent entity will result in children getting unparented instead of being destroyed together with the parent. Those children will now reside at the root of the scene hierarchy.
CoherenceSync parent-child relationships on complex hierarchies
While the basic case of direct parent-child relationships between CoherenceSync entities is handled automatically by coherence, more complex hierarchies (with multiple levels) need a little extra work.
An example of such a hierarchy would be a synced Player Prefab with a hierarchical bone structure, where you want to place an item (e.g. a flashlight) in the hand:
Player > Shoulder > Arm > Hand
A Prefab can only have a single CoherenceSync
script on it (and only on its root node), so you can't add an additional one to the hand. Instead, you need to add the CoherenceNode
component to another Prefab so that it can be parented. Please note that this parenting relationship can only be set up in the scene or at runtime; you can't store it in the parent Prefab since that would break the rule of only one CoherenceSync
per Prefab.
To prepare the child Prefab that you want to place in the hierarchy, add the CoherenceNode
component to it (it also has to have a CoherenceSync
). In the example above, that would be the flashlight you want your player to be able to pick up. You don't need to make any changes to the Player Prefab, just make sure it has a CoherenceSync
script in the root.
This setup allows you to place instances of the flashlight Prefab anywhere in the hierarchy of the Player (you could even move it from one hand to the other, and it will work).
The one important constraint is that the hierarchies have to be identical on all Clients.
To recap, for CoherenceNode to work you need two things:
One or more Prefabs with CoherenceSync
that have some kind of hierarchy of child transforms (the child transforms can't have CoherenceSyncs on them).
Another Prefab with CoherenceSync
and CoherenceNode
. Instances of this Prefab can now be parented to any transform of the Prefabs with just CoherenceSync (in step 1).
CoherenceNode
works using two public fields which are automatically set to sync using the [Sync]
attribute.
The path
variable describes where in the parent's hierarchy the child object should be located. It is a string consisting of comma-separated indexes. Every one of these indexes designates a specific child index in the hierarchy. The child object which has the CoherenceNode
component will be placed in the resulting place in the hierarchy.
The pathDirtyCounter
variable is a helper variable used to keep track of the applied hierarchy changes. In case the object's position in the parent's hierarchy changes, this variable will be used to help settle and properly sync those changes.
Note: This is simply an example solution for a particular case which uses other tools coherence provides. Your project's needs might be different and require a different custom solution.
Notifying State Changes
It is often useful to know when a synchronized variable has changed its value. It can be easily achieved using the OnValueSyncedAttribute
. This attribute lets you define a method that will be called each time a value of a synced member (field or property) changes in the non-simulated version of an entity.
Let's start with a simple example:
Whenever the value of the Health
field gets updated (synced with its simulated version) the UpdateHealthLabel
will be called automatically, changing the health label text and printing a log with a health difference.
This comes in handy in projects that use authoritative Simulators. The Client code can easily react to changes in the Player
entity state introduced by the Simulator, updating the visual representation (which the Simulator doesn't need).
The OnValueSyncedAttribute
requires using baked mode.
Remember that the callback method will be called only for a non-simulated instance of an Entity. Use on a simulated (owned) instance requires calling the selected method manually whenever the value of a given field/member changes. We recommend using properties with a backing field for this.
The OnValueSynced
feature can be used only on members of user-defined types, that is, there's no way to be notified about a change in the value of a Unity type member, like transform.position
. This might however change in the future, so stay tuned!
Value sync callbacks are currently only supported for value types. That means the following types are not supported: byte[], CoherenceSync, GameObject, Transform and RectTransform.
Aside from configuring your CoherenceSync bindings from within the Configure window, it's possible to use the [Sync]
and [Command]
C# attributes directly on your scripts. Your prefabs will get updated to require such bindings.
Mark public fields and properties to be synchronized over the network.
It's possible to migrate the variable automatically, if you decide to change its definition:
Mark public methods to be invoked over the network. Method return type must be void
.
It's possible to migrate the command automatically, if you decide to change the method signature:
Note that marking a command attribute only marks it as programmatically usable. It does not mean it will be automatically called over the network when executed.
You still need to follow the guidelines in the Messaging with Commands article to make it work.
bool
int
uint
byte
char
short
ushort
float
string
Vector2
Vector3
Quaternion
GameObject
Transform
RectTransform
CoherenceSync
SerializeEntityID
byte[]
long
ulong
Int64
UInt64
Color
double
RectTransform
is still in experimental phase - use at your own discretion!
Commands are network messages sent from one CoherenceSync to another CoherenceSync. Functionally equivalent to RPCs, commands bind to public methods accessible on the GameObject hierarchy that CoherenceSync sits on.
In the design phase, you can expose public methods the same way you select fields for synchronization: through the Configure window on your CoherenceSync component.
By clicking on the method, you bind to it, defining a command. The grid icon on its right lets you configure the routing mode. Commands with a Send to Authority Only
mode can be sent only to the authority of the target CoherenceSync, while ones with the Send to All Instances
can be broadcasted to all clients that see it. The routing is enforced by the Replication Server as a security measure, so that outdated or malicious clients don't break the game.
To send a command, we call the SendCommand
method on the target CoherenceSync
object. It takes a number of arguments:
The generic type parameter must be the type of the receiving Component. This ensures that the correct method gets called if the receiving GameObject has components that implement methods that share the same name.
Example: sync.SendCommand<Transform>(...)
If there are multiple commands bound to different components of the same type (for example, your CoherenceSync hierarchy has five Transforms, and you create a command for Transform.SetParent on all of them), the command is only sent to the first one found in the hierarchy which matches the type.
The first argument is the name of the method on the component that we want to call. It is good practice to use the C# nameof
expression when referring to the method name, since it prevents accidentally misspelling it, or forgetting to update the string if the method changes name.
Alternatively, if you want to know which Client sent the command, you can add CoherenceSync sender
as the first argument of the command, and the correct value will be automatically filled in by the SDK.
The second argument is an enum that specifies the MessageTarget
of the command. The possible values are:
MessageTarget.All
– sends the command to each Client that has an instance of this Entity.
MessageTarget.AuthorityOnly
– send the command only to the Client that has authority over the Entity.
MessageTarget.Other
- sends the command to every Entity other than the one SendCommand is called on.
Mind that the target must be compatible with the routing mode set in the bindings, i.e. Send to authority
will allow only for the MessageTarget.AuthorityOnly
while Send to all instances
allows for both values.
Also, it is possible that the message never sends as in the case of a command with MessageTarget.Other
sent from the authority with routing of Authority Only.
The rest of the arguments (if any) vary depending on the command itself. We must supply as many parameters as are defined in the target method and the schema.
Here's an example of how to send a command:
If you have the same command bound more than once in the same Prefab hierarchy, you can target a specific MonoBehaviour when sending a message, you can do so via the SendCommand(Action action) method in CoherenceSync.
Additionally, if you want to target every bound MonoBehaviour, you can do so via the SendCommandToChildren method in CoherenceSync.
We don't have to do anything special to receive the command. The system will simply call the corresponding method on the target network entity.
If the target is a locally simulated entity, SendCommand
will recognize that and not send a network command, but instead simply call the method directly.
While commands by default carry no information on who sent them in order to optimise traffic, you can create commands that include a Client ID as one of the parameters. Then, on the receiving end, compare that value with a list of connected Clients.
You can create your own implementation for these IDs or, more simply, use coherence's built-in Client Connections feature.
Sometimes you want to inform a bunch of different CoherenceSyncs about a change. For example, an explosion impact on a few players. To do so, we have to go through the instances we want to notify and send commands to each of them.
In this example, a command will get sent to each CoherenceSync under the state authority of this Client. To make it only affect CoherenceSyncs within certain criteria, you need to filter to which CoherenceSync you send the command to, on your own.
Some of the primitive types supported are nullable values, this includes:
Byte[]
string
Entity references: CoherenceSync, Transform, and GameObject
Refer to the supported types page.
In order to send one of these values as a null (or default) we need to use special syntax to ensure the right method signature is resolved.
Null-value arguments need to be passed as a ValueTuple<Type, object> so that their type can be correctly resolved. In the example above sending a null value for a string is written as:
(typeof(string), (string)null)
and the null Byte[] argument is written as:
(typeof(Byte[]), (Byte[])null)
Mis-ordered arguments, type mis-match, or unresolvable types will result in errors logged and the command not being sent.
When a null argument is deserialized on a client receiving the command, it is possible that the null value is converted into a non-null default value. For example, sending a null string in a command could result in clients receiving an empty string. As another example, a null Byte[] argument could be deserialized into an empty Byte[0] array. So, receiving code should be ready for either a null value or an equivalent default.
When a Prefab is not using a baked script there are some restrictions for what types can be sent in a single command:
4 entity references
maximum of 511 bytes total of data in other arguments
a single Byte[] argument can be no longer than 509 bytes because of overhead
Some network primitive types send extra data when serialized (like Byte arrays and string types) so gauging how many bits a command will use is difficult. If a single command is bigger than the supported packet size, it won't work even with baked code. For a good and performant game experience, always try to keep the total command argument sizes low.
When a Client receives a command targeted at AuthorityOnly
but it has already transferred an authority of that entity, the command is simply discarded.
Entity references let you set up references between Entities and have those be synchronized, just like other value types (like integers, vectors, etc.)
To use Entity references, simply select any fields of type GameObject
, Transform
, or CoherenceSync
for syncing in the Configuration window:
The synchronization works both when using reflection and in baked sync scripts.
Entity references can also be used as arguments in Commands.
It's important to know about the situations when an Entity reference might become null, even though it seems like it should have a value:
A client might not have the referenced entity in its LiveQuery. A local reference can only be valid if there's an actual Entity instance to reference. If this becomes a problem, consider switching to using the CoherenceNode component or Parent-Child relationships of prefabs which ensures that another Entity becomes part of the query.
The owner of the Entity reference might sync the reference to the Replication Server before syncing the referenced Entity. This will lead to the Replication Server storing a null reference. If possible, try setting the Entity references during gameplay when the referenced Entities have already existed for a while.
Cyclic references are undefined behavior for now. Therefore multiple entities created on the same Client that reference each other might never get synced properly. This is also holds true for references that exist through intermediate entities (A has reference to B has reference to C has reference A - cyclic).
In any case, it's important to use a defensive coding style when working with Entity references. Make sure that your code can handle missing Entities and nulls in a graceful way.
coherence only replicates animation parameters, not state. Latency can create scenarios where different Clients reproduce different animations. Take this into account when working with Animator Controllers that require precise timings.
Unity Animator's parameters are bindable out of the box, with the exception of triggers.
Triggers can be invoked over the network using commands. Here's an example where we inform networked Clients that we have played a jump animation:
Now, bind the PlayJumpAnimator
method as a command.
Extending what can be synced from the Configure window
This is an advanced topic that aims to bring access to coherence's internals to the end user.
The Configure window lists all variables and methods that can be synced for the selected Prefab. Each selected element in the list is stored in the Prefab as a Binding
with an associated Descriptor
, which holds information about how to access that data.
By default, coherence uses reflection to gather public fields, properties and methods from each of the Prefab's components. You can specify exactly what to list in the Configure window for a given component by implementing a custom DescriptorProvider
. This allows you to sync custom component data over the network.
Take this player inventory for example:
Since the inventory items are not immediately accessible as fields or properties, they are not listed in the Configure window. In order to expose the inventory items so they can be synced across the network, we need to implement a custom DescriptorProvider
.
DescriptorProvider
The main job of the DescriptorProvider
is to provide the list of Descriptors
that you want to show up in the Configure window. You can instantiate new Descriptors
using this constructor:
name: identifying name for this Descriptor
.
ownerType: type of the MonoBehaviour that this Descriptor
is for.
bindingType: type of the ValueBinding class that will be instantiated and serialized in CoherenceSync, when selecting this Descriptor
in the Configure window.
required: if true, every network Prefab that uses a MonoBehaviour of ownerType will always have this Binding active.
If you need to serialize additional data with your Descriptor
, you can inherit from the Descriptor
class or assign a Serializable
object to Descriptor.CustomData
.
Here is an example InventoryDescriptorProvider
that returns a Descriptor for each of the inventory items:
To specify how to read and write data to the Inventory component, we also need a custom binding implementation.
Binding
A Descriptor
must specify through the bindingType which type of ValueBinding
it is going to instantiate when synced in a CoherenceSync
. In our example, we need an InventoryBinding
to specify how to set and get the values from the Inventory
. To sync the durability property of the inventory item, we should extend the IntBinding
class which provides functionality for syncing int values.
We are now ready to sync the inventory items on the Prefabs.
For the full list of supported binding types, see .