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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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  • Rooms
  • Worlds
  • Lobbies

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  1. Overview

Rooms, Worlds and Lobbies

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coherence provides two types of spaces where realtime gameplay can happen: and . In addition to these, provide functionality for players to meet before a match, and to chat.

Read the differences between these in this quick overview.

Rooms

are best for session-based gameplay where the match between players takes place in a short-lived environment.

Use case

A good example is a first person shooter multiplayer match. The match takes place between two teams in a single game session, and players enter through a lobby and matchmaking. When the match is concluded, the multiplayer environment the match took place in (the Room) is closed and players return to a lobby.

This is one example of how Rooms can be used, but it is by no means the only use case. The important distinction between Rooms and Worlds (see below) is that Rooms are relatively short-lived and are meant to be created and closed by the Game Client through the coherence SDK.

See .

Worlds

, as opposed to Rooms, are long-lived and permanent multiplayer environments provided by coherence. Using the Developer Portal, your project will easily define and manage your World configurations.

See .

Use case

A good example of a World is a permanent environment for an Massively Multiplayer Game (MMO). Regardless of the number of players connected, the environment is always available, and players can connect and disconnect at will.

Entities can be permanently saved in the World so that even if there are no active connections, they still persist when players do connect.

Rooms and Worlds together

Your project does not have to choose one or the other. A project in coherence can contain both World and Rooms.

The primary difference in the configuration and usage of Room and Worlds is that Worlds are managed in the Developer Portal, whereas Rooms are created and managed through the SDK.

Use case

A good example of this scenario is again, our MMO. Although players connect to a permanent and persistent World, they may enter a dungeon instance with other players. These dungeon instances can be Rooms.

Lobbies

Lobbies are a convenient way to do matchmaking between player accounts, filter players based on their attributes, and provide a way for them to communicate among each other.

Use case

Continuing from our MMO example (a World), you have now implemented dungeon instances that take place in Rooms. But how to best allow players to organize themselves into groups to enter these instances? This is what Lobbies are used for. You can create your own restrictions on player count, level, etc., but Lobbies could also allow the players that create them to set specific restrictions based on level or class.

See .

Rooms
Worlds
Lobbies
Rooms
Rooms API
Worlds
Worlds API
Lobbies