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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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On this page
  • Scenes
  • Download the Unity project
  • Try a pre-made build
  • Make your own build

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  1. Learn

First Steps tutorial

The basics of coherence

Last updated 1 year ago

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The contains a series of small sample scenes, each one demonstrating one or more features of coherence.

Scenes

If you're a first time user, we suggest to go through the scenes in the established order. They will guide you through some key coherence and networking concepts:

  1. , ,

Remember that playing the scenes on your own only shows part of the picture. To fully experience the networked aspects, you have to play in one or more built instances alongside the Unity Editor, and even better - with other people.

Download the Unity project

The Unity project can be downloaded from its . The page contains pre-packaged .zip files.

Try a pre-made build

To quickly try a pre-built version of the game, head to and either play the WebGL build directly in the browser, or download one of the available desktop versions.

Share the link with friends and colleagues, and have them join you!

Make your own build

Once you open the project in the Unity Editor, you can build scenes via File > Build Settings, as per usual.

If you want to try all the scenes in one go, keep them all in the build and place SceneSelector as the first one in the list.

If you're working on an individual scene instead, bring that one to the top and deselect the others. The build will be faster.

To be able to connect, you need to also run a local Replication Server, that can be started via coherence > Local Replication Server > Run for Worlds.

You can try running multiple Clients rather than just two, and see how replication works for each of them. You can also have one Client just be the Unity Editor. This allows you to inspect GameObjects while the game runs.

Since you might be building frequently, we recommend making native builds (macOS or Windows) as they are created much faster than WebGL.

You can also upload a build to the cloud and share a link with friends. To do that, or to learn how to host builds on the coherence Cloud.

follow these steps
watch this quick video
First Steps project
Basic syncing
animations
sending commands
Physics and Authority
Areas of interest
Parenting entities
Complex entity hierarchies
Persistence
Github repo
Releases
this link
WebGL build hosted directly in the coherence Cloud
Testing out 2 builds and the Unity Editor together, while a local Replication Server runs in the console.
Don't forget to bring the scene you're interested in to the top, so it is launched automatically.
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