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SDK 1.2
SDK 1.2
  • Welcome
  • Overview
    • How does coherence work?
    • Rooms, Worlds and Lobbies
    • Features and Roadmap
  • 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
    • Install coherence
    • Scene Setup
      • Sample UIs
    • Prefab setup: CoherenceSync
    • Local Development
      • Local Testing via Player Builds
      • Local Testing via Unity's Multiplayer Play Mode (MPPM)
      • Local Testing via ParrelSync
    • coherence Cloud
      • Create a free account
      • Deploy a Replication Server
      • Share builds
  • coherence SDK for Unity
    • Upgrade Guide
      • Upgrade 1.1 -> 1.2
      • Upgrade 1.0 -> 1.1
      • Upgrade 0.10 -> 1.0
      • Upgrade 0.9 -> 0.10
    • Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • Order of execution
    • Asset Management
      • Using CoherenceSyncConfig to instantiate GameObjects locally
    • 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
      • Uniqueness
      • 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
    • Code Stripping
    • Version Control Integration
  • Hosting & Cloud
  • 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 API reference
  • Additional resources
    • Community
    • Continuous Integration
    • Unreal Engine Support
    • WebGL Support
    • Peer-to-Peer Support (P2P)
    • Glossary
  • Credit cost & pricing
  • Known Issues and Troubleshooting
  • Release Notes
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  • Unique ID
  • Advanced Uniqueness Options

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  1. coherence SDK for Unity
  2. Lifetime

Uniqueness

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Uniqueness is about naming entities and guaranteeing that a named entity can only exist once. This name is referred to as Unique ID.

To start using uniqueness, set CoherenceSync's Uniqueness setting to No Duplicates:

Unique ID

The ID or name of the entity. Use any name you might help you recognize it over the network, for example: game manager, boss, spawner, chest 1, ...

When Manual Unique ID is left empty, Prefab Instance Unique ID will be used instead. The latter is assigned automatically (for prefab instances), to tell apart different instances on the scene easily. This is handy when your scene has a handful of the entities [that come from the same Prefab] around.

In coherence, the concepts of Authority, Persistence and Uniqueness often go hand-in-hand. For example, uniqueness can be useful to keep track of persistent objects. Despite this, all three can also function on their own.

Advanced Uniqueness Options

Replacement Strategy

Replacement occurs when there's an attempt to create a named entity that already exists. For example, you have player in your scene, and you instantiate another player.

By default, a Replace strategy is applied. This strategy makes sure the actual GameObject is kept, but the underlying linked entity is updated. This way, Unity Object references are not lost.

However, there's scenarios where you might want to trigger an actual Destroy operation when this happens - for such cases, the Destroy strategy can be used.

CoherenceSync Inspector