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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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On this page
  • Adding a dialog to the scene
  • Room connect dialog
  • Creating a room
  • World connect dialog
  • Modifying a sample
  • Upgrading samples

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  1. Getting started
  2. Setup a project

Sample connection UIs

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The coherence package comes with several UI samples you can choose to add to your project. Each provides Prefabs and scripts that you can add to your Scene and edit however you want.

There are currently 3 samples available: a , a , and a Lobby connection dialog.

The difference between Rooms and Worlds is explained on this page: , while have somewhat of a different role in that they are usually used in addition to Rooms in a game flow.

Adding a dialog to the scene

Each sample comes with a Prefab that can be added to your Scene. You can add them via coherence > Explore Samples.

Effectively these do two things for you :

  1. Import the sample in the Samples directory of your project, if it isn't already.

  2. Add the Prefab from the sample to your Scene. Int the example above, that would be Room Connection Dialog.prefab.

My sample UI doesn't work!

If you notice that the samples are non-responsive to input, make sure you have an EventSystem component in the scene.

Room connect dialog

The Rooms Connect Dialog has a few helpful components that are explained below.

  • At the top of the dialog we have an input field for the player's name.

  • Next is a toggle between Cloud and Local. You can switch to Local if you want to connect to a Rooms Server that is running on your computer.

  • Next is a dropdown for region selection. This dropdown is populated when regions are fetched from the coherence cloud. The default selection is the first available region. This is not enabled when you switch from Cloud to Local. This is also only relevant if you deploy your game to several different regions.

  • Next is a dropdown of available Rooms in the selected region (or in your local server if using the Local mode).

  • After selecting a Room from the list the Join button can be used to join that Room.

  • If you know someone has created a room but you don't see it, you can manually refresh the rooms list using the Refresh button.

Creating a room

The Create a room section adds a Room to the selected region.

This section contains controls for setting a Room's name and maximum player capacity. Pressing the Create button will create a Room with the specified parameters and immediately add it to the Room Dropdown above. Create and Join will create the Room, and also join it immediately.

World connect dialog

The Worlds Connect Dialog is much simpler. It simply holds a dropdown for region selection, an input field for the players name, and a Connect button.

If you start a local World server, it will appear as LocalWorld.

Modifying a sample

Samples are copied to your assets folder, this means you can change and customize the scripts and Prefabs however you like.

Upgrading samples

Future versions of coherence won't override your changes. If you upgrade to a newer version of coherence and import a new sample, they will be imported in a separate folder named after the coherence version.

If you want the new sample to overwrite the old one, first rename the folder in which the samples are, then import the new version.

You don't need to do anything else for the sample UIs to work. If you want to know more, keep reading... otherwise, skip to the section that explains .

Also ensure that the mouse is not locked by a script. Is the cursor invisible? You might have a script that's modifying the . In that case, modify the script or remove it.

The folder to rename is the one that is named after the version number (normally its path would be something like Samples/coherence/1.1.0/ for coherence 1.1.0).

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how to test locally
cursor's lock state
Rooms and Worlds
Lobbies
Room connection dialog
World connection dialog
Adding the Room Connect Dialog creates a copy in your project
The Room connection dialog
Create room section of the Room connect dialog
The Worlds connect dialog