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SDK 1.3
SDK 1.3
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    • Get the Unity SDK
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      • Scene setup
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      • Sample connection UIs
      • Local development
        • Local testing using Builds
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      • Test in the cloud
        • Deploy a Replication Server
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        • 1. Basic syncing
          • 1.2. Animation parameters
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        • 5. Complex hierarchies
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      • Campfire project
        • Game mechanics
        • Leveraging object pooling
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        • A unique object with complex state
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      • Beginner's guide to networking
  • Manual
    • Unity Components
      • CoherenceSync
      • CoherenceBridge
      • CoherenceNode
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      • Order of execution
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      • Example: A global counter
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      • Direct children CoherenceSyncs
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    • Asset management
      • Instantiate via
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    • Scene management
    • Baking (code generation)
    • Replication Server
      • Rooms and Worlds
      • Replication Server API
    • Simulators (Servers)
      • Scripting: Client vs Simulator
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      • World Simulators
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      • Simulator slugs
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      • Build and Deploy
      • Command-line arguments
    • Client Connections
    • Optimization
      • Areas of Interest
      • Level of Detail (LOD)
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    • Project Settings
    • Advanced topics
      • Big worlds
        • World Origin Shifting
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      • Competitive games
        • Simulation Frame
        • Determinism, Prediction and Rollback
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      • Schema explained
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      • Code Stripping
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      • 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
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  1. Hosting
  2. coherence Cloud
  3. coherence Cloud APIs
  4. Game Services

Authentication Service (Player Accounts)

By default, the CloudService will automatically authenticate as a Guest User, unless you disable Auto Login As Guest option in the CoherenceBridge inspector.

If you disable the automatic login, you can handle Player authentication manually through the CloudService.GameServices.AuthService API.

In this example, you can see how you can manually login as a Guest:

using Coherence.Cloud;
using Coherence.Toolkit;
using System.Collections;
using UnityEngine;
using Result = Coherence.Runtime.Result;

public class LoginAsGuestExample : MonoBehaviour
{
    public CoherenceBridge bridge;

    private CloudService cloudService;

    void Start()
    {
        cloudService = bridge.CloudService;

        StartCoroutine(CheckRefreshLogin());
    }

    private IEnumerator CheckRefreshLogin()
    {
        IAuthClient authService = cloudService.GameServices.AuthService;

        while (!cloudService.IsConnectedToCloud && authService.SessionTokenRefreshResult == null)
        {
            yield return null;
        }

        // If refresh failed, we have to login as a guest again
        if (authService.SessionTokenRefreshResult == Result.InvalidCredentials)
        {
            var task = authService.LoginAsGuest();

            while (!task.IsCompleted)
            {
                yield return null;
            }
        }

        // At this point, we are ready to fully utilize the Cloud Service
    }
}

You can also choose to allow your users to create their own Player accounts, you can use the Authentication Service API in a similar fashion to allow for manual authentication:

using Coherence.Cloud;
using Coherence.Toolkit;
using System.Collections;
using UnityEngine;
using Result = Coherence.Runtime.Result;

public class LoginAsUserExample : MonoBehaviour
{
    public CoherenceBridge bridge;

    public string username;
    public string password;

    private CloudService cloudService;

    void Start()
    {
        cloudService = bridge.CloudService;

        StartCoroutine(LoginAsAUser());
    }

    private IEnumerator LoginAsAUser()
    {
        IAuthClient authService = cloudService.GameServices.AuthService;

        while (!cloudService.IsConnectedToCloud && authService.SessionTokenRefreshResult == null)
        {
            yield return null;
        }

        // If refresh failed, we have to login as a user with the given credentials again
        if (authService.SessionTokenRefreshResult == Result.InvalidCredentials)
        {
            var task = authService.LoginWithPassword(username, password, true);

            while (!task.IsCompleted)
            {
                yield return null;
            }
        }

        // At this point, we are ready to fully utilize the Cloud Service
    }
}

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