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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
  • Video tutorial
  • Step by step
  • 1. Add a CoherenceBridge
  • 2. Add a LiveQuery
  • 3. Add a Connect dialog UI

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  1. Getting started
  2. Setup a project

Scene setup

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One of the first steps in adding coherence to a project is to setup the scene that you want the networking to happen in.

Video tutorial

The topics of this page are covered in the first minute of this video:

Step by step

Preparing a scene for network synchronization requires to add three fundamental objects:

1. Add a CoherenceBridge

In the top menu: coherence > Scene Setup > Create CoherenceBridge

This object manages the connection with coherence's relay, the Replication Server, and is the centre of many connection-related events. No particular setup is required now, but feel free to explore the options in its Inspector.

2. Add a LiveQuery

In the top menu: coherence > Scene Setup > Create LiveQuery

While LiveQueries are an optimisation tool, having at least one LiveQuery is necessary.

What range to use

You don't have to define a range for the LiveQuery. Leaving the range to 0 means that the range is infinite, so nothing is filtered out.

3. Add a Connect dialog UI

In the top menu: coherence > Explore Samples

... and you're done!

Creates a , which allows to define what part of the world the Client is interested in when requesting data from the Replication Server. You can surround your entire scene in one query, or can attach it to an object such as the player or to a camera.

A Connect dialog UI provides an interface to the player to connect to the Replication Server, once the game is played. You can create your own connection dialog, but we provide a few samples as a quick way to get started. Read more in the section dedicated to .

If you're unsure about which dialog to add, choose Rooms for now. You can read more about .

For a simple setup, there's nothing else you need to do to setup a scene. Now, it's time to !

LiveQuery
Samples
Rooms and Worlds
setup some Prefabs