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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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On this page
  • Byte arrays don't sync when changing values by index
  • Warning messages when running GGPO network rollback
  • Warnings about missing hashes
  • Changing parent teleports the Entity to world zero for a frame
  • CoherenceSync Prefab instances on the scene not appearing when using "No Duplicates" uniqueness setting
  • Types missing the ExtensionOfNativeClass attribute
  • Scripts losing references to Prefabs, Fix Serialized Data button appears
  • The Optimize window stops rendering components
  • I can't see Rooms or Worlds
  • Prefab Variants use excessive memory
  • Binding is interpolated into correct position after instantiating
  • Clicking on a Prefab instance logs "CoherenceSyncEditor: Upgraded legacy archetype name on the CoherenceSync Prefab instance"
  • InvalidOperationException: Insecure connection not allowed

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Known Issues and Troubleshooting

Common problems and how to fix them

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Byte arrays don't sync when changing values by index

When binding a byte[] field, the field will not be synced when changed by someField[x] = y. The only way to actually update the field, is through someField = new byte[]... which assigns a new reference.

Warning messages when running GGPO network rollback

We have identified a misprediction bug in coherence 1.1.3 and earlier versions that causes a failed rollback right after a new Client joins a session, throwing relevant error messages. However if the Client manages to connect, this won't affect the rest of the simulation. The fix should ship in the next release.

Warnings about missing hashes

If you're getting errors such as the ones below, the issue is that your Prefab has multiple AnimationControllers, but coherence only supports a single AnimationController.

Parameter 'Hash 1963678224' does not exist.

CoherenceSync: We can't find any binding for component 'GenericFieldQuaternion0' when receiving a component update.

If you still need multiple AnimationControllers, a workaround is detailed in the article.

Or see an error on saving a Prefab from the sample:

Error while saving Prefab: 'Assets/Samples/coherence/1.1.1/Connect Dialog_ Rooms/Room Connection Dialog.prefab'. You are trying to save a Prefab that contains the script '', which does not derive from MonoBehaviour. This is not allowed.
Please change the script to derive from MonoBehaviour or remove it from the GameObject 'Room Connection Dialog'.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()

Delete the sample itself (mind any modifications you might have done), close Unity and delete the Library folder. Note that by doing so you're forcing a reimport of all your assets, which might take time depending on your project size.

Changing parent teleports the Entity to world zero for a frame

When using CoherenceNode on your CoherenceSync, if CoherenceNode's networked variables have interpolation applied, you'll experience this issue. Turn off interpolation for such variables.

CoherenceSync Prefab instances on the scene not appearing when using "No Duplicates" uniqueness setting

This can happen if coherence fails to set a Unique ID on your scene instances. Check the CoherenceSync inspector on Prefab instances. Look for Prefab Instance Unique ID. Click the button to generate an ID. Do this for every Prefab instance that is missing its ID.

Alternatively, you can set a Manual Unique ID of your own on the Prefab itself or per-Prefab instance on your scene.

Types missing the ExtensionOfNativeClass attribute

Reimport assets via menu item Assets / Reimport All.

Scripts losing references to Prefabs, Fix Serialized Data button appears

The Optimize window stops rendering components

I can't see Rooms or Worlds

Check that all your Clients are using the same Schema ID.

Prefab Variants use excessive memory

When working with Prefab Variants, Unity leaks managed references (fields marked with [SerializeReference]). This can make your Prefab grow big and use more memory than necessary. Until Unity fixes this issue, we provide you with the ability to prune the leaked references. You can prune within the Configure window.

Binding is interpolated into correct position after instantiating

The current recommended workaround is to make sure that the Prefab has initial values set before instantiation. Or in the case of position and rotation, those could be directly supplied to Instantiate() instead of setting them later in the frame.

Clicking on a Prefab instance logs "CoherenceSyncEditor: Upgraded legacy archetype name on the CoherenceSync Prefab instance"

If you see this message, the CoherenceSync Prefab instance has been modified to point to the correct archetype name. If that's the case, select every CoherenceSync Prefab instance on your scene(s) to make sure this fixup happens. Even if you don't see the message, you're good to go. Make sure you save your project (Ctrl+S) to apply the changes (if any) to disk.

InvalidOperationException: Insecure connection not allowed

There is in some early versions of Unity 2022 LTS that causes Prefabs to be corrupted on reimport, leading to all sorts of issues like scripts losing references, or the CoherenceSync component showing a button to "Fix Serialized Data" (which cures the problem, but only temporarily).

The real solution is to upgrade to a newer version of Unity 2022. Unity claims they in version 2022.3.5f1 (note the specific patch number, .5).

The current workaround to avoid this issue is to open your CoherenceSync Prefabs in .

If you are instantiating a Prefab from a coherence event (such as a , , , ...) and then changing its bindings in the same frame, the remote Clients will not instantly get updated values. Instead, if the binding has interpolation enabled, the value of the binding will be interpolated from the original value (from the instantiation step) to the updated value (from the change later in the frame).

Make sure you allow HTTP connections in Editor to avoid InvalidOperationException: Insecure connection not allowed errors. Find out how to enable HTTP connections in Unity's article.

Animations
a bug
fixed the bug
Prefab mode
InsecureHttpOption
Command
OnValueSynced
OnStateAuthority
OnLiveQuerySynced
Schema ID in coherence Hub (Baking section)