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SDK 1.2.4
SDK 1.2.4
  • Welcome
  • Overview
    • Features
    • Roadmap
  • Getting started
    • Get the Unity SDK
    • Setup a project
      • Scene setup
      • Prefab setup
      • Sample connection UIs
      • Local development
        • Local testing using Builds
        • Local testing via Unity's Multiplayer Play Mode (MPPM)
        • Local testing via ParrelSync
      • Test in the cloud
        • Deploy a Replication Server
        • Share builds
    • Video tutorials
    • Samples and tutorials
      • 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
      • Beginner's guide to networking
  • Manual
    • Unity Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceNode
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • PrefabSyncGroup
      • CoherenceInput
      • Order of execution
    • Networking state changes
      • Supported types
      • Messaging with Commands
      • Syncing child GameObjects
      • Animation
      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Creating your own syncable member
      • Custom Component Actions
      • Rigid Bodies
      • Interpolation
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Uniqueness
      • Example: A global counter
    • Parenting network entities
      • Direct children CoherenceSyncs
      • Deeply-nested CoherenceSyncs
      • Nesting Prefabs at Edit time
    • Asset management
      • Instantiate via
      • Load via
      • Instantiating from CoherenceSyncConfig
    • Scene management
    • Baking (code generation)
    • Replication Server
      • Rooms and Worlds
      • Replication Server API
    • Simulators (Servers)
      • Scripting: Client vs Simulator
      • Run local Simulators
      • World Simulators
      • Room Simulators
      • Simulator slugs
      • Multi-Room Simulators
      • Build and Deploy
      • Command-line arguments
    • Client Connections
    • Optimization
      • Areas of Interest
      • Level of Detail (LOD)
      • Profiling
      • Simulation Frequency
    • Project Settings
    • Advanced topics
      • Big worlds
        • World Origin Shifting
        • Load balancing
      • Competitive games
        • Simulation Frame
        • Determinism, Prediction and Rollback
      • Team workflows
        • Version Control integration
        • Continuous Integration
      • Schema explained
        • Specification
        • Field settings
        • Archetypes
      • Code Stripping
      • Command-line interface tools
      • Single-player gameplay
    • Scripting API
  • Hosting
    • Choosing where to host
    • coherence Cloud
      • Online Dashboard
      • Manage Worlds
      • Configure Rooms
      • Lobbies
      • Game Services
        • Account
        • Key-Value Store
      • coherence Cloud APIs
        • Worlds API
        • Rooms API
        • Lobbies API
        • Game Services
          • Authentication Service (Player Accounts)
          • Key-value store
    • Peer-to-peer
      • Implementing Client hosting
  • Support
    • Release notes
    • Glossary
    • Unreal Engine support
    • WebGL support
    • ECS / DOTS support
    • Known issues and troubleshooting
    • Upgrade guide
      • Upgrade 1.1 -> 1.2
      • Upgrade 1.0 -> 1.1
      • Upgrade 0.10 -> 1.0
      • Upgrade 0.9 -> 0.10
    • Credit cost & pricing
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On this page
  • Running the Editor as a Simulator
  • Running a Simulator build locally from the command line
  • Running a Simulator build locally from the Unity Editor
  • Connecting a Simulator to a Room

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  1. Manual
  2. Simulators (Servers)

Run local Simulators

Before deploying a Simulation Server, testing and debugging locally can significantly improve development and iteration times. There are a few ways of accomplishing this.

Running the Editor as a Simulator

Using the Unity Editor as a Simulator allows us to easily debug the Simulator. This way we can see logs, examine the state of scenes and GameObjects and test fixes very rapidly.

To run the Editor as a Simulator, run the Editor from the command line with the proper parameters:

  • --coherence-simulation-server: used to specify that the program should run as a coherence Simulator.

  • --coherence-simulator-type: tells the Simulator what kind of connection to make with the Replication Server, can be Rooms or World.

  • --coherence-region: tells the Simulator which region the Replication Server is running in: EU, US or local.

  • --coherence-ip: tells the Simulator which IP it should connect to. Using 127.0.0.1 will connect the Simulator to a local server, if one is running.

  • --coherence-port: specifies the port the Simulator will use.

  • --coherence-world-id: specifies the World ID to connect to, used only when set to Worlds.

  • --coherence-room-id: specifies the Room ID to connect to, used only when set to Rooms.

  • --coherence-unique-room-id: specifies the unique Room ID to connect to, used only when set to Rooms.

For example:

<Editor path> -projectPath <project path>
--coherence-simulation-server 
--coherence-simulator-type rooms
--coherence-region local
--coherence-ip 127.0.0.1 
--coherence-port 32001 
--coherence-room-id [room-id]
--coherence-unique-room-id [room-uid]

If you're not sure which values should be used, adding a COHERENCE_LOG_DEBUG define symbol will let you see detailed logs. Among them are logs that describe which IP, port and such the Client is connecting to. This can be done in the Player settings: Project Settings > Player > Other Settings > Script Compilation > Scripting Define Symbols.

Running a Simulator build locally from the command line

Another option is making a Simulator build and running it locally. This option emulates more closely what will happen when the Simulator is running after being uploaded.

You can run a Simulator executable build in the same way you run the Editor.

"simulator build path"
--coherence-simulation-server 
--coherence-ip 127.0.0.1 
--coherence-port 32001 
--coherence-world-id 0 
--coherence-room-id [room-id]
--coherence-unique-room-id [room-uid]

This allows you to test a Simulator build before it is uploaded or if you are having trouble debugging it.

Running a Simulator build locally from the Unity Editor

You can also run existing Simulator build from coherence Hub > Simulators > Run local simulator build.

Use the Fetch Last Endpoint button to autofill the required fields.

Connecting a Simulator to a Room

When using a Rooms-based setup, you first have to create a Room in the local Replication Server (e.g. by using the connect dialog in the Client).

The local Replication Server will print out the Room ID and unique Room ID that you can use when connecting the Simulator.

Last updated 11 months ago

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Keep in mind that all regular Unity arguments are supported. You can see the full list here: .

To learn more about Simulators, see .

To learn more about creating a Simulator build, see .

Unity Editor command line arguments
Simulators
SIMULATORS: Build and Deploy