# Parenting network entities

Out of the box, **coherence** offers several options to handle parenting of networked entities. While some workflows are automatic, others require a specific component to be added.

Generally there is a distinction if the parenting happens at **runtime** vs. **edit time**, and whether the two entities are **direct** parent-child, or have a **complex hierarchy**. See below for each case.

**At runtime:**

* [CoherenceSyncs as a direct child](https://docs.coherence.io/1.2/coherence-sdk-for-unity/networking-state-changes/hierarchies-and-child-objects/parent-child): when you create a parent-child relationship of `CoherenceSync` objects at runtime.
* [Deeply-nested CoherenceSyncs](https://docs.coherence.io/1.2/coherence-sdk-for-unity/networking-state-changes/hierarchies-and-child-objects/coherencenode): when you create a complex parent-child relationship of `CoherenceSync` objects at runtime.

**At edit time:**

* [Nesting connected Prefabs assets](https://docs.coherence.io/1.2/coherence-sdk-for-unity/networking-state-changes/hierarchies-and-child-objects/nesting-prefabs-at-edit-time): the developer prepares several connected Prefabs and nests them one to another before entering Play Mode. This covers both Prefabs in the scene and in the assets.
