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SDK 1.3
SDK 1.3
  • Welcome
  • Overview
    • Features
    • Roadmap
  • Getting started
    • Get the Unity SDK
    • Setup a project
      • Scene setup
      • Prefab setup
      • Sample connection UIs
      • Local development
        • Local testing using Builds
        • Local testing via Unity's Multiplayer Play Mode (MPPM)
        • Local testing via ParrelSync
      • Test in the cloud
        • Deploy a Replication Server
        • Share builds
    • Video tutorials
    • Samples and tutorials
      • 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
      • Beginner's guide to networking
  • Manual
    • Unity Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceNode
      • CoherenceLiveQuery
      • CoherenceTagQuery
      • PrefabSyncGroup
      • CoherenceInput
      • Order of execution
    • Networking state changes
      • Supported types
      • Messaging with Commands
      • Syncing child GameObjects
      • Animation
      • CoherenceSync references
      • [Sync] and [Command] Attributes
      • [OnValueSynced] Attribute
      • Creating your own syncable member
      • Custom Component Actions
      • Rigid Bodies
      • Interpolation
    • Authority
      • Authority transfer
      • Server-authoritative setup
    • Lifetime
      • Persistence
      • Uniqueness
      • Example: A global counter
    • Parenting network entities
      • Direct children CoherenceSyncs
      • Deeply-nested CoherenceSyncs
      • Nesting Prefabs at Edit time
    • Asset management
      • Instantiate via
      • Load via
      • Instantiating from CoherenceSyncConfig
    • Scene management
    • Baking (code generation)
    • Replication Server
      • Rooms and Worlds
      • Replication Server API
    • Simulators (Servers)
      • Scripting: Client vs Simulator
      • Run local Simulators
      • World Simulators
      • Room Simulators
      • Simulator slugs
      • Multi-Room Simulators
      • Build and Deploy
      • Command-line arguments
    • Client Connections
    • Optimization
      • Areas of Interest
      • Level of Detail (LOD)
      • Profiling
      • Simulation Frequency
    • Project Settings
    • Advanced topics
      • Big worlds
        • World Origin Shifting
        • Load balancing
      • Competitive games
        • Simulation Frame
        • Determinism, Prediction and Rollback
      • Team workflows
        • Version Control integration
        • Continuous Integration
      • Schema explained
        • Specification
        • Field settings
        • Archetypes
      • Code Stripping
      • Command-line interface tools
      • Single-player gameplay
    • Scripting API
  • Hosting
    • Choosing where to host
    • coherence Cloud
      • Online Dashboard
      • Manage Worlds
      • Configure Rooms
      • Lobbies
      • Game Services
        • Account
        • Key-Value Store
      • coherence Cloud APIs
        • Worlds API
        • Rooms API
        • Lobbies API
        • Game Services
          • Authentication Service (Player Accounts)
          • Key-value store
    • Peer-to-peer
      • Implementing Client hosting
  • Support
    • Release notes
    • Glossary
    • Unreal Engine support
    • WebGL support
    • ECS / DOTS support
    • Known issues and troubleshooting
    • Upgrade guide
      • Upgrade 1.2 -> 1.3
      • Upgrade 1.1 -> 1.2
      • Upgrade 1.0 -> 1.1
      • Upgrade 0.10 -> 1.0
      • Upgrade 0.9 -> 0.10
    • Credit cost & pricing
    • Report a bug
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  • Scenes
  • Download the Unity project
  • Try a pre-made build
  • Make your own build

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  1. Getting started
  2. Samples and tutorials

First Steps tutorial

The basics of coherence

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The contains a series of small sample scenes, each one demonstrating one or more features of coherence.

Scenes

If you're a first time user, we suggest to go through the scenes in the established order. They will guide you through some key coherence and networking concepts:

  1. , ,

Remember that playing the scenes on your own only shows part of the picture. To fully experience the networked aspects, you have to play in one or more built instances alongside the Unity Editor, and even better - with other people.

Download the Unity project

The Unity project can be downloaded from its . The page contains pre-packaged .zip files.

Try a pre-made build

To quickly try a pre-built version of the game, head to and either play the WebGL build directly in the browser, or download one of the available desktop versions.

Share the link with friends and colleagues, and have them join you!

Make your own build

Once you open the project in the Unity Editor, you can build scenes via File > Build Settings, as per usual.

If you want to try all the scenes in one go, keep them all in the build and place SceneSelector as the first one in the list.

If you're working on an individual scene instead, bring that one to the top and deselect the others. The build will be faster.

To be able to connect, you need to also run a local Replication Server, that can be started via coherence > Local Replication Server > Run for Worlds.

You can try running multiple Clients rather than just two, and see how replication works for each of them. You can also have one Client just be the Unity Editor. This allows you to inspect GameObjects while the game runs.

Since you might be building frequently, we recommend making native builds (macOS or Windows) as they are created much faster than WebGL.

You can also upload a build to the cloud and share a link with friends. To do that, or to learn how to host builds on the coherence Cloud.

follow these steps
watch this quick video
First Steps project
Basic syncing
animations
sending commands
Physics and Authority
Areas of interest
Parenting entities
Complex entity hierarchies
Persistence
Github repo
Releases
this link
WebGL build hosted directly in the coherence Cloud
Testing out 2 builds and the Unity Editor together, while a local Replication Server runs in the console.
Don't forget to bring the scene you're interested in to the top, so it is launched automatically.
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