# Local Testing via Player Builds

An easy way to test your game locally is to simply create a build, and open several instances of it. Additionally, you can connect using the Editor, with the extra benefit of being able to inspect the hierarchy and the state of its GameObjects.

**Pros**

* Easy to distribute amongst team members
* Well-understood workflow
* Can test with device-specific constraints (smartphones, consoles, ...)

**Cons**

* Not the shortest iteration time, as you need to continuously make builds
* Harder to debug on the builds (requires custom tooling on your side to do so)

## How to use?

{% hint style="success" %}
Make sure you've read through Local Development and have started a [Local Replication Server](https://docs.coherence.io/1.2/get-started/build-and-run).
{% endhint %}

Let's create a standalone build.

{% hint style="info" %}
Go to *Project Settings, Player* and change the *Fullscreen Mode* to ***Windowed*** and enable ***Resizable Window***. This will make it much easier to observe standalone builds side-by-side when testing networking.
{% endhint %}

Open the *Build Settings* window (*File > Build Settings*). Click on *Add Open Scenes* to add the current scene to the build.

Click *Build and Run***.**

![](https://content.gitbook.com/content/naCaDgmbFRSw0e7nxNNK/blobs/Z2B1VmMveQ7anIfSPTeg/image.png)

Select a folder (e.g. *Builds*) and click *OK*.

![](https://content.gitbook.com/content/naCaDgmbFRSw0e7nxNNK/blobs/tRPOMOV8v4tm5SH1H7WV/image.png)

When the build is done, start another instance of the executable (or run the project in Unity by just hitting Play).

![](https://content.gitbook.com/content/naCaDgmbFRSw0e7nxNNK/blobs/aYhuKMlAUr0IM0tAf81I/Screenshot%202021-12-22%20at%2017.14.27.png)

Click *Connect* in the connection UIs on both clients. Now, try focusing on one and using WASD keys. You will see the box move on the other side as well.

![](https://content.gitbook.com/content/naCaDgmbFRSw0e7nxNNK/blobs/dEjD15IPIltIg8AjoMfB/Screenshot%202021-12-22%20at%2017.15.07.png)
