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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
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      • First-Person Shooter
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    • 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
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    • Using coherence Cloud in Unity
      • Worlds
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      • 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
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  1. coherence SDK for Unity
  2. Networking State Changes

Custom Component Actions

Even though coherence provides Component Actions out of the box for various component, you can implement your own Component Actions in order to give designers on the team full authoring power on network entities, directly from within the Configure window UI.

Creating a new one is simply done by extending the ComponentAction abstract class:

ComponentAction.cs
using UnityEngine;

[System.Serializable]
public abstract class ComponentAction
{
    [SerializeField] internal Component component;
    public Component Component => component;

    public virtual void OnAuthority() { }
    public virtual void OnRemote() { }
}

Your custom Component Action must implement the following methods:

  • OnAuthority This method will be called when the object is spawned and you have authority over it.

  • OnRemote This method will be called when a remote object is spawned and you do not have authority over it.

It will also require the ComponentAction class attribute, specifying the type of Component that you want the Action to work with, and the display name.

For example, here is the implementation of the Component Action that we use to disable Components on remote objects:

ComponentAction.cs
using Coherence.Toolkit;
using UnityEngine;

[ComponentAction(typeof(Behaviour), "Disable")]
public class DisableBehaviourComponentAction : ComponentAction
{
    public override void OnAuthority()
    {
        var b = Component as Behaviour;
        b.enabled = true;
    }

    public override void OnRemote()
    {
        var b = Component as Behaviour;
        b.enabled = false;
    }
}

Last updated 1 year ago

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