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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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  1. Get started
  2. Local Development

Local Testing via ParrelSync

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is an open-source project which allows you to open multiple Unity Editor instances, all pointing to the same Unity project (using Symbolic links).

Pros

  • Short iteration times

  • Easy to debug since every client is an Editor

Cons

  • Requires you to have multiple Unity Editors open

How to use?

  • Install ParrelSync as described in their

    • UPM Package installation is preferred as coherence supports it out-of-the-box

    • If installing via .unitypackage, you need to set accordingly by yourself. For example, by adding the following script to an Editor folder in your project:

// Assets/Editor/CoherenceClone.cs
// This script is only needed if you're installing ParrelSync via .unitypackage

using Coherence.Editor;

[InitializeOnLoad]
internal class CoherenceClone
{
  static CoherenceClone()
  {
    CloneMode.Enabled = ParrelSync.ClonesManager.IsClone();
  }
}
  • Open ParrelSync > Clones Manager. Create a new clone, and open it.

  • Continue development in the main Editor. Don't edit files in the clone Editors.

  • Enter Play Mode on each Editor.

coherence tells apart ParrelSync clones from the main Editor, so it's easier for you to not edit assets in clones by mistake.

Make sure is up-to-date before starting to test, and that the Replication Server is running with the latest generated by it.

Inspecting a CoherenceSync on a Clone
Main Editor and a Clone Editor side by side
ParrelSync
Installation Instructions
CloneMode.Enabled
bake data
schema