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SDK 1.1
SDK 1.1
  • Welcome
  • Overview
    • What is coherence?
    • How does coherence work?
    • Rooms and Worlds
    • Features and Roadmap
    • Release Notes
    • Known issues and Troubleshooting
  • Learn
    • Beginner's guide to networking
    • Package samples
    • 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 [genre]…
      • Racing
      • Turn-based
      • First-Person Shooter
      • MMO
      • Fighting
    • Video tutorials
  • Get started
    • Installation
    • Scene Setup
      • Sample UIs
    • Prefab setup: CoherenceSync
    • Testing locally
      • 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
      • Supported types
      • Messaging with Commands
      • Syncing child GameObjects
      • Parenting network entities
        • Direct child CoherenceSyncs
        • Deeply-nested CoherenceSyncs
        • Nesting Prefabs at Edit time
      • Animation
      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Creating your own syncable member
      • Custom Component Actions
    • 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
    • Offline gameplay
    • CLI
    • Upgrade Guide
      • Upgrade 1.0 -> 1.1
      • Upgrade 0.10 -> 1.0
      • Upgrade 0.9 -> 0.10
  • Hosting
  • 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
    • Pricing
    • Quick Samples
    • Continuous Integration
    • Unreal Engine Support
    • WebGL Support
    • Peer-to-Peer Support (P2P)
    • Glossary
  • Credit cost & pricing
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  1. coherence Cloud
  2. Using coherence Cloud in Unity

Rooms

After enabling at least one region in the Dashboard, you can use the CloudService.Rooms API to create Rooms and delete and fetch existing Rooms. After fetching an existing Room, you can join it via the CoherenceBridge.JoinRoom method:

using System.Collections.Generic;
using Coherence.Cloud;
using Coherence.Toolkit;
using System.Collections;
using UnityEngine;

public class AsyncRoomsExample : MonoBehaviour
{
    public CoherenceBridge bridge;

    private CloudService cloudService;

    void Start()
    {
        cloudService = bridge.CloudService;

        CreateAndJoinRoom();
    }

    private async void CreateAndJoinRoom()
    {
        // Wait for connection to be established with the coherence Cloud, authenticated as a Guest User.
        await cloudService.WaitForCloudServiceLoginAsync(1000);

        // Fetch all available Room regions from our Project
        IReadOnlyList<string> availableRegions = await cloudService.Rooms.RefreshRegionsAsync();

        // Create a room and join it for the first available region
        if (availableRegions.Count > 0)
        {
            CloudRoomsService roomsService = cloudService.Rooms.GetRoomServiceForRegion(availableRegions[0]);

            RoomData newRoom = await roomsService.CreateRoomAsync(RoomCreationOptions.Default);

            bridge.JoinRoom(newRoom);
        }
    }
}

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